Rіdniy Svіt. Seen again. (Homeworld Remastered). A short look at the races of the All World Homeworld

Published by Relic Entertainment and published by Sierra Entertainment, ranked 115 years ahead of Homeworld. The race of protagonists from the previous 2 mountains, hіііgarani, giblets will restore their own if the empire is defeated as a serious galactic force. However, the success of hіііgaran was interrupted by the appearance of an unkind nomadic force, driven like a weigry. The Veygri united under the command of Makaan, who came to power after the discovery of the third hyperspace core. Makaan voicing for himself Sajuk Karom - Let's fix what forms buttya. Khіїgarani owe again digging the sokir of the war and defending your volodinnya, for yakі earlier they fought so fiercely.

While the Veygris are churning out a hard campaign near the cosmic expanse of the Higaran, the clans of the Higari are uniting to create a new (alternatively similar ship from the forward mountains) Mothership; construction is carried out at a secret vessel facility. Next to the ancient hyperspace core of the original Mothership, the new ship is hosting Karen C'Jet, a long-time heroine of khііgaranіv, who serves as a living core of the Mothership. In the course of the campaign, the Khііgaran conduct a vicious war, aimed at the onslaught of the Weygry and driving them out of the system, which gave the name of the city of "Ridny svіtu". If the situation deteriorates, the khіііrіrani praise а vіdchaydushne rіshennya: fly from the Rіdny svіtu and know the technology оf the ancient Probаtkіv, yak аll win the battle. Nezabara we become aware that the makaani are also joking with the technology of the Batkivtsiv.

Gameplay

It is rich in what is similar to the two first mountains of Homeworld, Homeworld 2 to avenge those massive battles that take place in the three-world expanse (on the vіdmіnu vіd bіlshostі strategіchіkhіgorі). Trivial nature of Homeworld does not seem to be greedy for the game, the shards clearly wink out context-sensitive commands, so, for example, right-clicking on a unit can bring up more game commands, including attacks, reinventing that choice. Gravity can be controlled along all 3 axes; so, the control of the movement along the Z axis is controlled by the Shift button, which is reduced. Zavdyaki tsomu gravets otrimuє even a lot of tactful options. Shards of fire are seen in space, then speeches to the type of Ukrainians and resources are rarely used, so the formation of the battle is important, motivating that position of the units. Acts from great units, such as warships and cruisers, are even slightly protected from the rear side and turn more properly; in this rank, a sensible commander can go to such units from the flank, victoriously small and small units.

Gravity will be its own fleet, vidobuvayuchi and zastosovayuchi RU ("Resource Units", resource units) with asteroids. The ships that they see are obliged to turn to the Mothership or to special platforms. Vidobuvachі often owe to work on the vіdstanі vіd podtremuyuchy fleet, that can be znischenі without special support. Units of resources are recruited for the construction of that service, which means the need to choose between an expanded fleet, upgrades of the main ships, or the addition of new units with new features.

Much of the gameplay of Homeworld wraps around the Mothership. The mother ship is a stronghold that supports the fleet - it builds new units and welcomes the abandoned ships, serve as a point of delivery of resources and further development. The mother ship can vibrate all units gri, crim 2: the shipyard, which will be on Khіїgari, the battle cruiser, which will be less at the shipyard. The loss of the Mothership during the hour of the campaign means the need to start the mission anew. In the multiplayer mode, gravity, like having used the Mothership, can continue the battle with the "Transporter", a smaller size ship, building more of the functions of the Mothership, but not building frigates.

Sequel

Roughly after the release of Homeworld 2, Relic Studios was owned by another company, THQ. It happened at the end of 2004, the operation amounted to 10 million dollars. The THQ oskelki looked like a competitor to Sierra Entertainment and Vivendi Universal, the release of the new Homeworld games was considered small, the Sierra oskelki, as before, had little rights to the game. However, at the fall of 2007, THQ confirmed the acquisition of a license for the Homeworld franchise, but no proteo information about the possibility of a new group was given. At the fall of the leaves of 2008, Eurogamer was told that Relic was clearly looking at the creation of Homeworld 3.

Away is good and home is better!

(Folk wisdom)

Homeworld 2 - gra, yak was checked for a long time. So check on the continuation of the classics, but in the fact that the first version of Homeworld is the classic itself, no doubt, I think, nothing. In her hour, the gra made a splash. Wow! First space 3D-strategy with chic graphics for the time and a bright engine that has migrated from the unknown clones; For the rest, let's guess if we want Haegemonia.

MAIN CONCEPTS AND PRINCIPLES

Briefly about the smut

Zovsіm small chapter, and tі, hto engraved in the first Homeworld or bachiv numerical clones, can skip її with a clear conscience. The development of the skin scenario is flaring up in the open space - tobto. in a trivial space. Behind him, what is being seen, we are guarding for an additional mental camera, as if you can move to a point, as if it’s a good thing to flare up and rescale, and all the same, to rush for an additional one mouse - it’s miraculously handy and it’s not soon to become old. Everything else - like a be-yak_y RTS, be there futuristic, historical or fantasy: to this particular type- tezh ships, but only great ones), є resources, yakі need to pick up, so that the fleet will be on it. The enemy has the same ones. Meta gri - the destruction of the fortune-teller's base and is proud (as it is possible) for the fleet. Ships can be sent to any point on the map, recognize them as routes, as if they are always grouped - absolute freedom. The frame is simple, like everything is ingenious, but the antique temple is perfectly proportioned.

Plot

There was no more rozіbratisya, who fought for the first time, and smut, for some reasons. Whether a decent gris is to blame, but not less than a decent plot, which is framing, - otherwise it’s not enough. To fight the interests of an abstract race against such an abstract enemy - who, wait a minute, has no style. It is necessary to say that from this side the retailers did not lead us - the plot of the campaign (both framing, and internal) is more than cicavi, reminiscences of ups and downs, that intrigues, and large-scale floorings, sheets of this genre.

Before us is a cosmic epic on the theme of the struggle of the osilih peoples against the nomads: a banal collage of human history, transferred to the expanses of the Galaxy. For the osіlіh i tsivіlіzovannykh gruyut hіііgarantsі (Hiigarans), the main heroes of the first part, vignantsі, like after long neviryans, they got a new Batkіvshchina (chim, vlasne, and having ended the first Homeworld). From that hour, a hundred years passed, or close to that. A new threat hung over our old acquaintances. The Voyovnic nomad race Vaygr invaded the Volodinnya, which inhabited the outposts of that colony.

The Veygr are a warrior clan from the planet Vey, ruined in the Far Sides of the Galaxy. Like all nomads, which they respect for themselves, the tribes of Veigr once again fought in conquering raids. Okremі streams heaped boules isolated one kind of one - the majestic versatility of their bases, combined with the peculiarities of the resource gathering technology, allowed them to do so.

Can't guess anything? Deserted Skhidny Krai (so I want to write - Skhidny Step), surrounded by corrals in the two nomads ... Merkiti ... Tanguti ... so, and the Mongols tezh. Well, if so, it’s too early to appear to post, similar to the figure of Genghis Khan. She showed up, be calm. Know - Lord Viyni Makaan, Master of Strategy. Under this numerical strength, the Veigr tribes united and formed a single strategic settlement.

More Messiah, lower warrior, in the wild camps of the Veigr tribes (I want to write so - to the Great Kurultai) Therefore, people began to name "Sajuuk Khaar" - Chosen by God.

All this religious phraseology called out a split at the camp of khіііgarantsіv. So, in their annals, a prophecy was saved long ago, that Sajuuk - the One Whose Hands Create Existence - turn around and say the End of the Hour. Thinking of some apocalyptic sects, Veygr's manifestation is a proof of Sajuuk's wrath. And if you fight against the wrath of the Creator, you yourself will understand... More than that, will Makaan justify the inspiration of Sajuuk as a powerful person? What else?

Luckily, to the screams of the alarmists and the shock of no one, without having shrunk the human respect, the life of the new Mothership began. The hyperspace core-engine, as if it was a kind of sanctuary, was taken to the worship place in pragmatic purposes and transferred to the Tanis shipyard, where the robots from the Mothership warehouse went at full speed. You can read the continuation of the campaign in the "Progress of the Campaign" section, but for the time being we will deal with more provocative matters.

Interface and control

The interface is simple, handy and beautiful.

Interface gri without knowing the essence of change - heba scho becoming sruchnishim. Describe the main elements of the prote varto - if you want to use a svyaznosti vykladu, but it’s not enough - raptom someone who doesn’t bachelor the first part ... Behind the great rachunk, the Homeworld 2 game screen - the same view from the zіnitsі vzhe zgadanї camera, framing of a different kind. additional panels. Yaki, at a glance in the first part of the grill, you can and vzagali tidy up your eyes, zdiyasnyuchi all the care of the keyboard.

I don’t think of myself as being in the main mission, and let’s talk about the main head, guessing along the way the picture of the innovation that appeared in the world. Uzdovzh lower part of the screen roztasovaniya dovgasty pryamokutnik, repovnenie different kinds of buttons, information boards thinly. Vіnchaє yogo yellow color trapezіya - right-handed і levoruch in neї ide number series, bachite? What about the numbers - about the same three things. And having pressed the axis on the trapezium, you will be able to get rid of the entire rectangle as a whole, as if blocking you from looking at the critical moments of the battle.

Ale, for the time being, we can’t take yoga, but rather, we’ll know yoga instead. Uzdovzh upper yogo edges raztashovuyutsya buttons at the look of the same dovgasty pryamokutnikov, only small. Fleet control buttons - Fleet, Strike, Tactics. By clicking on Fleet, you will remove the report information about the camp of your squadrons, pressing the Strike button, you will remove the ability to vibudate ships in these other battle formations, and in Tactics - assign a line of conduct for the fleet in total, on four ship groups Stop, vtim, rarely need it.

At the center, we’re already guessing numerical near, push buttons to give grave access to additional information. Tse - Events, Objectives, Sensors, Recall, Menu. Events - a list of subdivisions, which appeared in the mission. Objectives are our goals. Sensors - transition to a tactful scheme-look (you can do it yourself by pressing "prob" on the keyboard). Rich, vrakhovuuchi razmiri cards, is absolutely indispensable. Bula and was actively victorious in Homeworld I. Everything in it is sonorous and known - the plane of the ecliptic, the arcs of the meridians, the blue sphere (for the quiet, who don’t know the forgetfulness - the zones of our sensors: there, de blue is the map of the voice, everything else covering the "fog of war", the kind of which and in space can not go anywhere). Controlling the camera and ships is similar to those of the savage mode. Recall - here we save information about what came to your address. At single grі not necessary. Menu - I think the comments don't matter: saving money and leaving Windows - the axis of the main business, available here.

І, nareshti, right-handed - three different-colored buttons: Build, Research, Launch. Clicking on Build (for your mind, as a virobnik ship is selected on the screen), you will gain access to the ship's life panel. Research — by pressing the button, we penetrate to our old center, so we can try to get different improvements. launch. Tse innovation, the first Homeworld did not have this. Forgetting a little forward - deaks, especially great ships can carry less judgment in their womb. On the cob of the skin mist, all stinks are automatically selected by name and checked on the cob. For the help of the Launch button, we can change it - let's say, by punishing these ships to be left in the middle of the nose to special orders.

Under the buttons for managing the fleet, the panel is opened special diy available to all or any of your judges. The most important of them are hyperstribok at the borders of the map, masquerading (the ship extinguishes the fire, after which it becomes less infuriating), activation of the suffocating field, self-liquidation, minuvannya. The most colorful ones, like hyperstriboks, do not just happen, but require a significant amount of resources. But the self-disclosure of that chi іnshoy ship - vtishaєmosya hoch on tsoma - zdіysnyuєtsya absolutely without cost ... It's necessary, for that, in grіє єmіti on the number of ships of the same class ... alée pіznіshe.

Until you see a ship / group of ships on the screen, a part of the rectangle, which is lost, will be empty. And if you see it - there will be reported information about the ship/ships, about the yoga / type, number, battles.

Warehouses of resources hurry home with a zdobichchyu.

About the fine art of choosing ships for an additional clatter with a mouse, or encircling them with a frame, like about the procedure for targeting, I will not expand, vibache. I'll guess less about innovation. So now your ships can choose their own destinations for relish. For which need to encircle the ship's ship with a frame when pressed ctrl(Your ships, consciously, are to blame buti forward), and on the right it is broken: the skin of your fighter will attack that fortune-telling ship, the essence of the new one has more chances. If you don’t like yoga vibir, you can reassign the meta with your hands: the prerogative of the Supreme Commander-in-Chief is not your choice. Analogous river from the type of shoes - you see a group of practitioners, press on the keyboard H, and bachite, that the skin "miner" himself chose his own meteorite for the throat. Don't say anything, obviously. Solving that riddle number series. Uniting ships in a group for additional simple operations Ctrl + number, we can choose the formations of the fold like from the keyboard, so and having pressed the tabs with numbers, stitched along the edges of the yellow trapezium. Well, like in most modern RTS, gravely, the mode of distributing punishments is available for a slow hour - it’s enough to pause the game.

In the panels of everyday life, there are no special changes. So, just like in the first series, you can formulate a line of everyday life / wedding, as it is necessary - remember the points and the plan with the help of others or say them (in this case, it’s possible and simple to remember). The follow-up of that everyday life can, like before, be carried out at once - science does not stand on the spot, if there is virility, which is logical. Those different ships can be in synchronous mode, like in different factories. The only thing that is impossible is the overnight folding of two ships on board the same forager.

Rubidium near the crater Richi

Trochs about economical bik gri. What can you name. The city has one and only one resource, the name of which is so lost to the unknown, but shaped like a wine under the Latin abbreviation RU. What is it? Chi means out of the Russian zone of the Internet, chi, maybe, some kind of mineral? Thinking, I virishiv, sho tse, singsongly, the famous rubid. Why b i n i, zreshtoyu?

The choice of a mysterious speech is created by special boats (as the choice of resources is called), as if they were guessing bjil. Well, their work may be the same... May be our single and non-repeated resource on meteoritic streets, chaotically scattered all over the map. It's not much more than that, and in the average skin condition it costs 4-5 thousand rubles.

The very process of video booth looks simple, but it is thinned - picking up the space stone, sitting on the surface, stealing with paws... and crashing back to the mother ship. Resources are added to your account at the moment when the battery penetrates into the middle of the "motherboard". Vtіm, resources are also accepted by shipyards, transport and mobile platforms.

But it is acceptable that the mission has entered a deep endgame and a good two dozen mass battles are already behind us, but the result of the dosi is unreasonable. Tse mozhe cause some problems, shards of massive battles of gravity in your own need to turn the ship in a faultless mode. And once the moment comes, if the load of meteoritic resources is simply taken and finished. What do the opponents lose? How can you cuddle one hand alone (what kind of kinks do they have there) and go home through the hyper?

Let's hang out. For example, in the battles on the map, up to that moment, they suffered a fate (and fell to the death of the good ones) in a correct volume of ships - cruisers, shipyards, destroyers - that means that they lost a lot of bruhta. І swim in the open air for beauty and navit as a fortune-telling about the valor of dead comrades. Yogo can pick up and start the cycle again. For the best vshanuvannya of the dead - victory over the enemy! Reached for everything - to create a shortage of resources.

If the language went about the ships (hi talk about their ulamki), it would take an hour to go to them.

Ships, ships...

Like the first part, the ships are subdivided into class. Usogo їх six: Fighters, Corvettes, Frigates, Capital, Platform, Utility.

Perekhoplyuvachі and bombers are torn at the bіy. Rear view.

Class Fighters (vinishuvachі) equipped with the most modest and found the cheapest (albeit darker!) Ships, on which the whole draft of the robot lies. Tse rozvіdniki (Scouts), interceptors (Interceptors) and bombers (Bombers). You will feel more than once in praise of the overkill and the bombers, and I will praise the rozvіdnik right here and now. After a small improvement, the Scouts show a building for a total of 1000 UA work and visible all card. For a short hour, really, well, so what? One, for which class I deserve to be condemned - for the name. How do you like vinischuvachi, in the midst of which bombers constantly shoot down? To prevent the inevitable swindle for the Russian reader, I will give the name of the class to his accomplice only in original. No translation.

Dali Corvettes (corvettes). Їx is not rich: a harmonic ship (Gunship), an ionic harmonic ship (Pulsar Gunship) and a miner (Minelayer). The most universal ships in Greece - their speed and maneuverability are close to those of Fighters, and frigates don't have a lot of fire. True, the axis 3 "healthy" is not as good with them as with the rest.

% Tsekavo. Corvettes and Fighters are created not just by themselves, but by lanks of three or five alone, and when they are invited, they enter the lanks themselves. Also, five frigates - as many as five frigates, and the axis of five corvettes - five corvette legs: if only one - then fifteen pieces. Such wonderful arithmetic. Tse, vtіm, intelligence are indicators of health and shkodi, who are born, reach the entire Lanka as a whole, but we are not up to її okremy warehouses.

Frigates (Frigates) rich, and navit too late about Greatness in grі is not necessary. I won’t overdo it - all the same stench is in the list below. And, in truth, it is the most crooked ship class by retailers. Everything they have is average, everything is so so - і swidkіst, і armor, і fire power.

The Capital class includes three greatnesses of the factory type: mother ship (Mothership), transport (Carrier), shipyard (Shipyard) - and a pair of extra-level warships - the destroyer (Destroyer) and the battlecruiser (Battlecruiser). From the mother ship, I guess, everything is clear, and it’s not necessary for anyone to tell the significance of yoga. Wanting ... Why would I? In other words, this is your main breeding center, but in another way, this waste means an automatic and negligent program, to instill a fleet of cilia and incompetence.

From the shipyard, it is especially necessary to expand. Mothership, as if it were not majestic, could not encourage Battlecruiser - change the vertical orientation of the "motherboard", and the size of the cruiser is unbelievable. The truth is, less than half the bulky (and also horizontally oriented) destroyer of the Mothership is built as a whole building, to go out, on the right, all the same, in peace. As if it wasn’t there, one more spore became necessary, specially sharpened for the creation of cruisers. So є shipyard.

% Tsekavo. Repair robots at the grіzdіysnyuyutsya, as a rule, the selectors of resources, yakі recognized the need for refurbishment. Ale tsediny way. You see the beaten ships, after which you click with the right button on the mouse at the shipyard - and "illness" next to reach out to it, fly in the middle ... and see the names of the cilimes and the unearned. Those ships themselves, yak for roses, cannot enter the repair shop, they simply moor to the shipyard, otherwise the result will be the same.

platform. Here enter boats with a low speed, prote tenacious and more bright. Zastosovuyutsya mainly for the protection of the mother ship, and no more accessories.

I, nareshti, Utility. There are all sorts of things here - and pickers of resources (repairmen for a bag), and rukhlivy platforms that are reworked, and the most expensive probes. Of particular interest is the probe-silencer of the opponent's sensors. Vkray korysna in other types of rivers.

The entire refurbishment model range is brought to Hiigarans. Ships Vaygrs are airborne in them, as a rule, only with a sultry look I’ll call you, don’t forget it. Below we provide a complete list of ships from both conflicting parties, so everyone wants to easily be able to choose from all the waters and waters.

Subsystems

One of the main technical innovations is subsystems. There are three types of stinks: Production Subsystems, Module Subsystems, Sensors Subsystems. The first ones are installed on the Mothership, Shipyard and Carrier, and є vorobnicheskih modules. That is why for the creation of ships of the singing class it is necessary to create a special place for the fermentation (facility). For example, for the life of a corvette, it is necessary to have a Corvette Facility, etc. Module Subsystems - different modules that add specific features to the vessel. The most important of them is building up to hyperstribkiv at the borders of the map, ale є y іnshі, less effective, but also more brown. So, like the Fire Control Tower - an attachment to the coordination of the fire, which means the greater accuracy of the shooter. The modules are installed on all ships of the Capital class, crimson destroyer. Sensors Subsystems can be installed on both Mothership, Shipyard and Carrier. Add new types of outbuildings for the early detection of the enemy. To the point, the installation of an additional module on a ship-builder does not support other work - the storage of ships at the same time is three, as before.

Ships Hiigaran

MOTHERSHIP

Role: Mothership

Dryness: 40

Health: 200000

Subsystems:

Research Module: RU 1500

Hyperspace Module: RU 1000

Cloak Generator: RU 750

Fire Control Tower: RU 1500

Fighter Facility: 500

Corvette Facility: RU 800

Frigate Facility: RU 1000

Hyperspace Sensors: RU 250

Anti-Cloaking Sensors: RU 250

SCOUT (Fighter Class)

Role: Reconnaissance

Price: RU 350 (for 3 scouts)

Speed: 480

Health: 90

INTERCEPTOR (Fighter Class)

Strong against: Fighter Class

Price: RU 350 (for 5 interceptor)

Speed: 325

Health: 150

Required: Fighter Facility

BOMBER (Fighter Class)

І Subsystems

І Anti-Fighter Frigates

Price: RU 350 (for 3 scouts)

Speed: 325

Health: 150

Required: Fighter Facility

GUNSHIP (Corvette Class)

Strong against: Fighter Class

Weak against: Corvettes, Frigates and Capital Ships

Price: RU 625 (for 3 Gunship)

Speed: 215

Health: 1200

Required: Corvette Facility

PULSAR GUNSHIP (Corvette Class)

Strong Against: Corvettes and Frigates

Weak against: Capital Ships

Price: RU 625 (for 3 Pulsar Gunship)

Speed: 215

Health: 1200

Required: Corvette Facility

MINELAYER (Corvette Class)

Strong Against: Capital Ships

Weak against: Corvettes and Capital Ships

Price: RU 800

Speed: 215

Health: 400

Required: Corvette Facility, Adv. Research Module and Minelaying Technology

TORPEDO FRIGATE (Frigate Class)

Price: RU 700

Speed: 161

Health: 12000

Required: Frigate Facility

FLAK FRIGATE (Frigate Class)

Strong against: Fighters

Weak against: Capital Ships

Price: RU 700

Speed: 161

Health: 16000

ION CANNON FRIGATE (Frigate Class)

Strong Against: Frigates, Capital Ships

Weak against: Bombers, Destroyers

Price: RU 700

Speed: 151

Health: 16000

Needed: Frigate Facility, Adv. Research Module

MARINE FRIGATE (Frigate Class)

Role: Hijacking the fortune-telling ships

Strong Against: Capital Ships

Price: RU 700

Speed: 230

Health: 18000

Needed: Frigate Facility, Adv. Research Module

DEFENSE FIELD FRIGATE (Frigate Class)

Role: Covering the field

Strong against: -

Price: RU 1250

Speed: 161

Health: 18000

Needed: Frigate Facility, Adv. Research Module, Defense Field Technology

CARRIER (Capital Class)

Mobile wake-up center.

Strong against: -

Weak against: Bombers, Corvettes

Price: RU 2800

Speed: 75

Health: 80000

Subsystems:

Research Module: RU 1500

Advanced Research Module: RU 2250

Hyperspace Module: RU 1000

Gravity Well Generator: RU 1500

Cloak Generator: RU 750

Fire Control Tower: RU 1500

Fighter Facility: 500

Corvette Facility: RU 800

Frigate Facility: RU 1000

Capital Class Facility: RU 1800

Platform Control Module: RU 500

Hyperspace Sensors: RU 250

Advanced Sensors Array: RU 250

Anti-Cloaking Sensors: RU 250

DESTROYER (Capital Class)

Strong Against: Frigates, Capital Ships

Price: RU 2000

Speed: 115

Attack: 1034

Health: 85000

Required: Capital Ship Facility

SHIPYARD (Capital Class)

Strong against: -

Price: RU 3500

Speed: 15

Health: 150000

Needed: Capital Ship Facility, Hyperspace Module

Subsystems:

Research Module: RU 1500

Advanced Research Module: RU 2250

Hyperspace Module: RU 1000

Gravity Well Generator: RU 1500

Cloak Generator: RU 750

Fire Control Tower: RU 1500

Fighter Facility: 500

Corvette Facility: RU 800

Frigate Facility: RU 1000

Capital Class Facility: RU 1800

Platform Control Module: RU 500

Hyperspace Sensors: RU 250

Advanced Sensors Array: RU 250

Anti-Cloaking Sensors: RU 250

OTHER SIDE

BATTLECRUISER (Capital Class)

Strong Against: Frigates, Capital Ships

Weak against: Bombers

Price: RU 4000

Speed: 69

Attack: 5200

Health: 240000

Needs: Capital Ship Facility (only for Shipyard), Adv. Research Module, Batllecruiser Chassis Research

Subsystems:

Hyperspace Module: RU 1000

Gravity Well Generator: RU 1500

Cloak Generator: RU 750

Fire Control Tower: RU 1500

GUN PLATFORM (Platform Class)

Strong against: Fighters

Price: RU 300

Dryness: 200

Health: 5000

ION CANNON PLATFORM (Platform Class)

Strong Against: Frigates, Capital Ships

Weak against: Fighters, Corvettes

Price: RU 300

Dryness: 200

Health: 5000

Needed: Platform Controller Module, Research Module, Platform Ion Weapon Research

Strong against: -

Weak against: Usikh

Price: RU 400

Speed: 276

Health: 2000

Strong against: -

Weak against: Usikh

Price: RU 800

Speed: 226

Health: 18000

PROBE (Utility Class)

Price: RU 150

Price: RU 250

Required: Research Module, Proximity Sensor Technology

SENSOR DISTORTION PROBE (Utility Class)

Price: RU 600

Required: Adv. Research Module, Sensors Distortion Probe Research

At grі (krim kіmpanії) miraculous rіch was handed over, especially for merezhovі grі z kіlkіstyu gravziv more than two. Ships can be farmed in different colors (Colors column in the menu for choosing scenarios). And there choose different emblems. In addition, the deacons of the mind began to produce the emblems of wet harvesting. For non-standard challenges, we suggest you look at the butt of the ships of the Vaygr race (pictures taken from the site hw2.rts-game.ru ).

Ships Vaygr

FLAGSHIP (Mothership Class)

Role: Mothership

Dryness: 40

Health: 200000

Subsystems:

Research Module: RU 1500

Cloak Generator: RU 750

Gravity Well Generator: RU 1500

Hyperspace Module: RU 1000

Fire Control Tower: RU 1500

Fighter Facility: 500

Corvette Facility: RU 800

Frigate Facility: RU 1000

Capital Class Facility: RU 1800

Platform Control Module: RU 500

Advanced Sensors Array: RU 250

Hyperspace Sensors: RU 250

Anti-Cloaking Sensors: RU 250

SURVEY SCOUT (Fighter Class)

Strong against: -

Weak against: Fighters, Corvettes, Frigates, Capital Ships

Speed: 420

Health: 90

Price: RU 350 (for 3 Scouts)

Required: -

ASSAULT CRAFT (Fighter Class)

Strong against: Fighters

Weak against: Corvettes, Frigates, Capital Ships

Speed: 325

Health: 210

Price: RU 500 (for 7 Assault Craft)

Required: Fighter Facility

BOMBER (Fighter Class)

Strong against: Frigates, Capital Ships, Subsystems

Weak against: Fighters, Corvettes, Anti-Fighters Frigates

Speed: 260

Health: 180

Price: RU 550 (for 6 Bombers)

Needed: Fighter Facility, Research Module, Fusion Bomb Research

LANCE FIGHTER (Fighter Class)

Strong against: Corvettes

Weak against: Fighters, Anti-Fighters Frigates

Speed: 260

Health: 150

Price: RU 550 (for 5 Lance Fighters)

Needed: Fighter Facility, Research Module, Lance Beam Research

MISSILE CORVETTE (Corvette Class)

Strong against: Corvettes, Frigates

Weak against: Capital Ships

Speed: 215

Health: 1600

Price: RU 625 (for 4 Missile Corvettes)

Required: Corvette Facility

LASER CORVETTE (Corvette Class)

Strong Against: Frigates, Capital Ships

Speed: 215

Health: 1600

Price: RU 650 (for 4 Laser Corvettes)

Needed: Corvette Facility, Research module, Corvette Laser Research

COMMAND CORVETTE (Corvette Class)

Role: Promoting the accuracy of ships that are in the middle of the field.

Strong against: -

Weak against: Corvettes, Capital Ships

Speed: 215

Health: 600

Price: RU 400

Required: Corvette Facility, Research module, Command Corvette System Research

MINELAYER CORVETTE (Corvette Class)

Strong Against: Capital Ships

Weak against: Corvettes, Capital Ships

Speed: 215

Health: 400

Price: RU 800

Required: Corvette Facility, Research module, Minelaying Technology

HEAVY MISSILE FRIGATE (Frigate Class)

Strong Against: Frigates, Capital Ships

Weak against: Bombers, Destroyers

Dryness: 150

Health: 16000

Price: RU 700

Required: Frigate Facility

ASSAULT FRIGATE (Frigate Class)

Strong against: Fighters

Weak against: Bombers, Capital Ships

Speed: 161

Health: 16000

Price: RU 700

Required: Frigate Facility, Research Module, Assault Frigate Chassis Research

INFILTRATOR FRIGATE (Frigate Class)

Role: Shipwrecking

Strong Against: Capital Ships

Weak against: Bombers, Frigates

Speed: 230

Health: 18000

Price: RU 800

Needs: Frigate Facility, Research Module, Infiltration Pod Research

DESTROYER (Capital Class)

Strong Against: Frigates, Capital Ships

Weak against: Bombers, Battlecruisers

Dryness: 150

Attack: 1100

Health: 85000

Price: RU 2000

Required: Capital Ship Facility, Research Module, Destroyer Chassis

CARRIER (Capital Class)

Strong against: -

Weak against: Bombers, Capital Ships

Speed: 75

Health: 55000

Price: RU 1700

Required: Capital Ship Facility

SHIPYARD (Mothership Class)

Strong against: -

Weak against: Bombers, Capital Ships

Speed: 15

Health: 160000

Price: RU 4000

Required: Hyperspace Module

BATTLECRUISER (Capital Class)

Strong Against: Capital Ships, Frigates

Weak against: Bombers

Speed: 69

Attack: 5404

Health: 240000

Price: RU 4000

Required: Capital Ship Facility (Shipyard only), Research Module, Battlecruisers Chassis Research

GUN PLATFORM (Platform Class)

Strong against: Fighters

Weak against: Frigates, Capital Ships

Dryness: 200

Health: 5000

Price: RU 300

Required: Platform Controller Module

HEAVY MISSILE PLATFORM (Platform Class)

Strong Against: Frigates, Capital Ships

Weak against: Fighters, Corvettes

Dryness: 200

Health: 5000

Price: RU 300

Needed: Platform Controller Module, Research Module, Platform Missile Research

HYPERSPACE GATE (Platform Class)

Role: two Hyperspace Gates can be combined by creating a hyperspace corridor between them

Strong against: -

Weak against: Fighters, Corvettes

Freshness: 600

Health: 16000

Price: RU 750

Needed: Platform Controller Module, Research Module, Hyperspace Gate Generator Research

RESOURCE COLLECTOR (Utility Class)

Role: Resource warehouse, repair

Strong against: -

Weak against: All

Speed: 276

Health: 2000

Price: RU 400

Required: -

MOBILE REFINERY (Utility Class)

Strong against: -

Weak against: All

Speed: 226

Health: 18000

Price: RU 800

Required: -

PROBE (Utility Class)

Role: Far-radius sensor

Strong against: -

Weak against: All

Freshness: 600

Health: 50

Price: RU 150

Required: -

PROXIMITY SENSOR (Utility Class)

Role: Far-radius sensor (spotting invisible ships)

Strong against: -

Weak against: All

Freshness: 600

Health: 50

Price: RU 250

Required: Research Module, Proximity Sensor Research

SENSORS DISTORTION PROBE (Utility Class)

Role: Spell Detector Jammer

Strong against: -

Weak against: All

Freshness: 600

Health: 50

Price: RU 500

Required: Research Module, Sensors Distortion Probe Research

Scientific research

Everything here is easy to do. The skin class of ships should have its own life. Basically, the stench brings more security and armor protection, new models of ships, and even more additional improvements (for example, if you have a good increase in resources, you can improve the repair function). It’s cheap to do it cheaply, you can’t buy more than two steps, so the grave doesn’t blame them for any special problems. So, don't forget - the remaining available (and needed) only race Hiigarans. At Vaygr, allowing me to get busy scientific robot, on the cob - all models of ships. Natomist and beautification are not available to them.

Fighter technologies

Enhanced Scout Sensors(RU 500) - gives Scouts a building for a few seconds to show all the fortune ships on the map. Choice of capacity cost RU 1000.

EMP(RU 1500) - gives Scouts the ability to shoot with electromagnetic charges, leading the fortune-telling ships out of trouble for a certain hour. Vikoristannya mozhlivostі without cost.

Interceptor Engine- Increase the maximum speed of the Interceptors. Polypshennya may 2 stages: 1st stage (RU 300) - speed increases up to 407 km / year; 2nd stage (RU 500) - speed increases up to 488 km/year.

Improved Bombs(RU 1500) - gives Bombers bomb against subsystems.

bomber engine- Increase the maximum swidth of Bombers. Polypshennya may 2 stages: 1st stage (RU 300) - speed increases up to 325 km / year; 2nd stage (RU 500) - speed increases up to 390 km/year.

Corvette technology

Gunship Armor- Increase health at Gunships.

Retirement may 2 stages: 1st stage (RU 500) - health rises to 1560; 2nd stage (RU 750) - health advances until 1920.

Gunship Engine- Increased maximum speed of Gunships. Polypshennya maє 2 stages: 1st stage (RU 300) - speed rises up to 258 km / year; 2nd stage (RU 500) - speed increases up to 291 km/year.

Pulsar Armor- Increases health in Pulsar Gunships. Retirement may 2 stages: 1st stage (RU 400) - health rises to 1560; 2nd stage (RU 750) - health advances until 1920.

Pulsar Engine- Increased maximum speed of Pulsar Gunships. Polypshennya maє 2 stages: 1st stage (RU 300) - speed rises up to 258 km / year; 2nd stage (RU 750) - speed increases up to 291 km/year.

Frigate technologies

Improved Torpedoes(RU 1000) - after the first generation of Torpedo Frigates, they start firing torpedoes with warheads that are divided. The presence of Torpedo Frigates before the battle against the Fighter- and Corvette-class ships is being promoted.

Torpedo Frigate Armor- Promoting health at Torpedo Frigates. Retirement may 2nd stage: 1st stage (RU 800) - health rises to 15,599; 2nd stage (RU 1400) - health advances until 19200.

Torpedo Frigate Engine- Increases the maximum speed of Torpedo Frigates. Polypshennya maє 2 stages: 1st stage (RU 500) - speed increases up to 194 km / year; 2nd stage (RU 750) - speed increases up to 218 km/year.

Flak Frigate Armor- Promote health at Flak Frigates. Retirement may 2 stages: 1st stage (RU 800) - health moves up to 20800; 2nd stage (RU 1400) - health moves up to 25600.

Flak Frigate Engine- Promotes maximum swidth of Flak Frigates. Polypshennya maє 2 stages: 1st stage (RU 500) - speed increases up to 194 km / year; 2nd stage (RU 750) - speed increases up to 218 km/year.

Ion Frigate Armor- Promoting health at Ion Frigates. Retirement may 2 stages: 1st stage (RU 800) - health moves up to 20800; 2nd stage (RU 1400) - health moves up to 25600.

Ion Frigate Engine- Promoting the maximum speed of Ion Frigates. Polypshennya maє 2 stages: 1st stage (RU 500) - speed moves up to 180 km / year; 2nd stage (RU 750) - speed increases up to 203 km/year.

Capital technologies

Mothership Hull- Improve health at the Mothership. Retirement may 2 stages: 1st stage (RU 500) - health rises to 300,000; 2nd stage (RU 750) - health rises to 400,000.

mothership engine- Increases the maximum swidth of the Mothership. Polypshennya maє 2 stages: 1st stage (RU 500) - speed rises up to 48 km / year; 2nd stage (RU 750) - speed increases up to 54 km/year.

Improved Mothership Drive- Changes the variability of Mothership teleportation. Polypshennya maє 2 steps: 1st step (RU 500) - variability changes by 20%; 2nd stage (RU 1000) - varity is changed by 25% more.

Carrier Hull- Promote health at Carriers. Polypshenya may 2 stages: 1st stage (RU 750) - health rises to 104000; 2nd step (RU 1000) - health rises to 128,000.

Carrier Engine- Promoting maximum portability of Carriers. Polypshennya maє 2 stages: 1st stage (RU 500) - speed moves up to 90 km / year; 2nd stage (RU 1000) - speed increases up to 102 km/year.

Destroyer Hull- Improve health at Destroyers. Retirement may 2nd stage: 1st stage (RU 1000) - health rises to 110 499; 2nd stage (RU 1500) - health rises to 136,000.

Destroyer Engine- Increase the maximum speed of Destroyers. Polypshennya may 2 stages: 1st stage (RU 1000) - speed increases up to 138 km / year; 2nd stage (RU 1500) - speed increases up to 156 km / year.

Shipyard Hull- Promote health at the Shipyard. Retirement may 2 stages: 1st stage (RU 750) - health rises to 195,000; 2nd stage (RU 1500) - health rises to 240,000.

Shipyard Engine- Promoting the maximum portability of the Shipyard. Polypshennya maє 2 stages: 1st stage (RU 500) - speed rises up to 18 km / year; 2nd stage (RU 1500) - speed increases up to 21 km/year.

Battle Cruiser Hull- Increase health in Battlecruisers. Polypshenya may 2 stages: 1st stage (RU 2000) - health rises to 312000; 2nd step (RU 3000) - health rises to 384,000.

Battlecruiser Engine- Increase the maximum speed of Battlecruisers. Polypshennya may 2 stages: 1st stage (RU 1000) - speed increases up to 83 km / year; 2nd stage (RU 1500) - speed increases up to 94 km/year.

Improved Manufacturing(RU 1000 for Mothership and Shipyard, RU 1500 for Carriers) – Increases ship speed by 30%.

Platform technologies

Gun Platform Hull- Promote health at Gun Platforms. Replenishment may 2 stages: 1st stage (RU 500) - health rises to 6500; 2nd step (RU 800) - health rises to 8000.

Ion Beam Platform Hull- Promoting health at Ion Cannon Platforms. Replenishment may 2 stages: 1st stage (RU 500) - health rises to 6500; 2nd step (RU 800) - health rises to 8000.

Collector Repair(RU 750) - after the renovation, Recourse Collectors will remove the building cost of the ship.

Resource Collector Hull- Improve health at Resource Collectors. Polypshenya may 2 stages: 1st stage (RU 400) - health rises to 3000; 2nd step (RU 800) - health rises to 4000.

Mobile Refinery Hull- Improve health at Mobile Refineries. Retirement may 2 stages: 1st stage (RU 500) - health rises to 23400; 2nd step (RU 1000) - health moves up to 28800.

Technology Vaygr

Technologically, the tree of race Vaygr is richer simpler - simpler than the flooring, what can we say about yoga. Vibudovuєmo on the flagship ship Research Module - and we immediately become available to all technologies: the need for the Advanced Research Module at Veigr is not blamed. Then you can’t stink, having awakened the virus modules, and immediately proceed to the ship’s wakefulness, and the stench of your back will continue to take a deep chair for the skin class, And then - oh, zhah! - skin chair type. This is a minus of balancing two things - in a first way, a lot of zahistu and swidkost are kept by Veygr for the whole class at once, but in another way, the life of a battlecruiser does not imply the obviousness of the Advanced Research Module. Only the axis of improvement for the ighters class at Veigr is not much in the air - and that means that you can’t stink the whole map for a short hour.

The scheme for the development of a flotilla from ships of the first eve to the heights of creation - the destroyer and the battle cruiser - is not so coherent, but it’s better to imagine the її zazdalegіd, so as not to waste a precious hour along the way. Let's start with - we can talk about single scenarios - with Mothership "th and Carrier" ohm. Most often, a choice of resources (for a single copy) is added to the standard strategic move, but, for a small amount, it’s not serious.

The Mothership and Carrier are delivered from a distant fighter facility, so we won’t have any problems with the bombers and bombers from the very beginning. What tі, sho іnshі - miracles: cheap, fast, and bite biting. Rarely have you ever had a chance to fight, so that the soldiers of the first equal were greeted with such brilliant characteristics - more than half of the problems in grі can be virishenі for their help, without zaluchennya arguments povagu.

Ale, early on, the stench will still be needed, and the enemy will be snarled at all-encompassing. Also, it’s a little swish at the “mother” if I want six-and-six picks and manage them to the closest cosmic smite. If so, you can move the base to a decent place - it’s better to move there and the main ship. Zvichayno, the stench is even more povіlnі, but until the middle of the gri, if the uninterrupted supply of resources in the camp is not rich, but the mental survival will get there on its own. Vtіm, to go on such a radical approach to happen far from ever - meteorite tricks in the space of Homeworld 2 are not so rare.

% Cecavo. There is a limit on the number of ships of one class. So, more than 14 Fighters in your space flotilla can't be, but you can get as many resources as one hundred. As soon as you reach the highest possible number of ships - the choice of judges of this class is automatically attached, and is only confirmed by the death of earlier ships in the heat of battle. Ale! The Yakshcho Voroga is not close to the time, LIMIT TIM is not a minsh, I rapt z'yasovuat, Shcho 14 bombardovalnikovs to you to Chogo, and the axis hoch B 7 vinishchyvyk did not lit up b - you can see Pidirvati 7 bombardyvnikov, School of Zvilni Vinichi. It's a pity to tears, but what about work? It was not necessary to allow for such an imbalance ... Otz. The limit for ships of the Fighters class is 14, as we said before. Tse, obviously, looking like a sign - even doubt that it is possible to call two dozen cruisers for a party. Abo wanting b esmintsiv. For whom it is simply not possible to extract the resources of the card, but to allow such miracles by raptom - perhaps, take them from such a quantity. It would be better if the retailers would have allowed their mother in the cage three dozen Fighters - these tough and brown soldiers don’t always hang out like that ... Then we can pick up 50 cylinders - such a dresser for ships of the Utility class.

Alemy, we agreed. Otzhe, selectors of rozіslanі on the work place. On scho vykoristovuvaty nayavnyy pochatkovy capital? Correctly, the number of Fighters is brought to the maximum, and factories of corvettes, frigates and great ships are being built at the same time. Our meta, not to be forgotten, is a battlecruiser. Well, I want to destroy (Destroyer) for the cob...

Nothing will be possible without the Advanced Research Module. Finish yoga. But not all. It is necessary to create one more scientific feat, and itself - at Capital Research, the building of the destroyer. Only a few of the following wines will appear at the list of vessels available for everyday life. Pray and enjoy.

Together with the destroyer, you will find a shipyard on that list. Yakshcho є on scho - pray negainno. More line cruisers are less likely to go down the її slipways. Repair the cruiser's hull at once. Just like shipyards often surf the space of the near space - look out for her Battlecruiser. Schob open spaces furrowed not for nothing. Shards in the combat plan of the shipyards do not represent anything. Sprat hvilin ochіkuvannya - and the cruiser is ready. The thing is good, don't mess around.

Zrozumіlo, all vishchevikladen is less than an ideal scheme. You can take a battle cruiser for five years, but only in solitary missions on the lightest level. Aja and other ships need to be built (the enemy, having revealed your roztashuvannya, no longer give a repair), and upgrade to them, and the resources in the treasury are not so fast, as it would be desirable. In addition, the cruiser is not a panacea: the flotilla is well balanced to add a self-made giant ... well, not in two seconds, obviously, but for sure for a sprat. And for all your tightness, boarding a cruiser is taken as if it were not easy, and as soon as the enemy Marine Frigates did not appear, be prepared before the axle-axis of the flagship is raised over the side of your flagship. Ale at the warehouse of the Battlecruiser team is a terrible force. So, it is still necessary to practice the wonder of the yakomoga earlier.

THIRD SIDE

Fleet

Paired with the first part of ship types arrived. It is worthy for the skin - it has lost its balance. Change in the new one, mainly to the point that the ships of the first level - Fighters - are more powerful for the rahunka of the weakened ships of the third class - frigates. Then stop, having spent ceremoniality, suttiously nabuli at the rіznomanіttі. Chi varto one alone - it is important to judge, but the gra hirsha did not accept.

Ale for the frigate is still a troch cover. The axis of the ion frigate is the king of the Homeworld I. Medium swedishness, corvettes voroga vmit obroblyayat yogo pіd gorіh. And the smut - shooting less than directly behind its central axis - aiming for the new one means an inevitable reversal. And turn around, comrades, rightly.

What else do we have there? Landing frigate? No, wine, well, you can take a cruiser on board - that way you can get away. Bo with armor in the new one - bіda. Without the frigates of the zahis field (there are also the frigates, but what do you think?), the paratrooper is better in the raid and not let out. The Defense Field is now activated, and at least we have a chance. So, until then, we urge you not to start a supervising group of corvettes and that destroyer on its tail. What is the cost of boarding such a mess? Obviously, no, and in solitary missions, Marine Frigates and thoughts do not blame, that axis of the campaign has a few moments, where there is nowhere without them. From i to be tormented.

Our choice is a torpedo frigate and a flak frigate. It’s worse, worse, especially torpedo after bet polypshen. There is no need for shvidki, but then they don’t look like armor, that accuracy is not bad with them. Types of corvettes are sailing, foreign frigates will be given a glimpse, and great ships will be sorted out among the great frigates.

Natomist soul for the corvette, especially for the ion harmonic ship. A dozen lanoks of a ship is a terrible force. In one of the most important missions of the campaign, for the second time in a row I win shipyards, having spent one or a single lanka in my warehouse. A harmonic ship is the same, which is ionny, only bigger, so that the sense of yoga is no less than wise. And now, by curiosity, the corvette-miner is being built. De minuvati, for such and such expanses? Hiba scho on the outskirts of the rich mother ship, so your own worse!

And the axis of the class Capital viklikayet one more zahoplennya. Esmіntsi (Destroyers) arc garni against frigates and twins for the class, and the battlecruiser (Battlecruiser) is just a doomsday battle. Equipped with two ionic armats, Skoda leather armor 16.000, two important important armats, as well as side laser turrets, which allow you to shoot dribnitsa.

% Tsekavo. Crimean famous, serial ships are especially, pieced, like they are less common in the campaign. Tse Dreadnought, Mover ta Sajuuk.

Dreadnought is a relic found by the Khііhartsy on the zvintarі in Karosі. Carry a unique armor on board - a battery of ion exchanges.

Mover - a corvette-class ship, manifestations of that very Karos (forecasting a troch forward: Karos, obviously, is not a comora and not a knowledge bureau, but simply a majestic spectacle of relics, a tsvintar vidzhili their ships).

At an unkind hour, we happen to be locked up with the Keepers. It’s not ships, but it’s worth, it’s more, it’s worth, it’s like water and ships (similar to the exclamations of the “Space Rangers”), but that’s not the point. The bottom line is that if they don’t like it, their eyes will change the wild intensity. Shorter seeming, eyes baked ... Blame their glance and not fall apart at the atoms at that very second, maybe, maybe the "mother" is literally tanned in the eyes, and it’s not possible to get used to entering ... The position is enforced by them, What a strange sight, once in a while, jump to the hyper and back, and in an hour the haircut will turn around. So you won’t end up in trouble, if you don’t blame them with one blow. And the dreadnought, built on the same place, is nothing more than a guessing: the new harmaty, which in the quiet - eyes ...

The squadron is ready for the assault.

I nareshti, so that no one could get away with it - Sajuuk, The great author in his own person. Nese Heavy Beam Cannon - beats 75.000, 8 garmats for 4000 beats, and six more for 2000. Who is already the Creator - Ruinivnik, shvidshe ...

Completion of the squadron

Ideal squadrons for all the ups and downs of life in the country cannot be formulated, and z tsim happen to be reconciled. The leather class of the ship is strong against the other class, but he himself is infuriating for the third. Without thinking, the optimal way out is to enter a squadron, equipped with ships of all classes - from cruisers to vinischuvachs. Ale tse same sho "without thinking." Don't forget - the squadron is transferred from the ship itself povіlnogo ship at її warehouse. I would be good for an assault group for raptovs, as it is covered, for example, with a battle cruiser. Vіn duzhe garny, but, I'm afraid, in the case of the idea of ​​​​a rapt attack, then it will be necessary to move. For the gang, secured for the greater zalyakuvannya "before the greater," weave through the map half of the mission, and arrive before the month of recognition, if nothing else appears there.

So the squadron needs to be molded not to "take off", but to sing the order. For the removal of warhead modules on transports and shipyards of the enemy, as many as five or six lanks of bombers at the escort of the same number of blowers are sufficient. One-handed swedish maneuvers, the stench to fly into the enemy, not calling, to destroy one’s right - and the tracer caught it ... And yet, we want to blame the transport itself for the most part - here we already need a sprig of frigates (bazhan improvements), a dozen corvettes ... and the same Warehouse Fighters. To the point, the factories can (and need to be) run down in the course of the selections from their noses - otherwise, until the end of the process, we will gradually come to the right with new swarms of defenders. Axis let the ships of the first equal and hoist what they need and call for them on the right. And the corvettes in the meantime will shoot the fortune-tellers and the bombers, to give the frigates the opportunity to vikonate their ruinous work, without being called out by the rubbish.

The squadron, recognized for bridging on the distant steps to the base, is only to blame for the formation of Fighters and Corvettes - otherwise we won’t see any bridging. Then, after a group of frigates, you can trim the trochs in the distance, and lift them up to the world's needs.

If the ship is to bury the "motherboard" without intermediary, then the stench can be alright, but the backbone of the near defense is to blame for becoming more battles with a garrison zahist and a filthy fire mizziu: a couple of destroyers, a dozen or so for such a platform - you need it yourself,

To reduce the enemy group, which is formed from frigates and important ships (which means that it is appropriate to call at your base directly), it is useful to use a squadron similar to the warehouse, supplemented by corvettes. And if you can see a fortune-telling transport in the background - add the blame from the bombers: it’s just the turn, if the variety of wool in the warehouse of your squadron will be the most brown, and the speed is not particularly important, the enemy’s fight is not more swidden. Approximately such a warehouse itself can be found in the squadron, which is going to the rest of the city - to storm the enemy base. For someone else, the recommendation is simple - you can always get more. I, among others, do not forget about the landing frigates (Marine Frigates) - you will need the stench. Of course, it is a great valor to destroy the fortune-teller's cruiser, but if it's easier to get yoga literally for the whiling, then it's more likely to take advantage of it in your interests. Adzhe zahoplene now does not need to be dragged along by the mother ship, it becomes yours once, without the usual legal formalities, that protracted change of possession.

Coordination and maneuvering

Grant the widest possibilities and for that, and for the other - diya, yak-no-yak, waking up in a trivial space. And if in a tactical grі є not only the standard leviy / right flank, but also the whole "top" and "bottom" - the grіkh tsim is not corystuvatisya. And in the meantime - is it time to start playing space 3D-strategy for real time?

I will say more - taking as a basis the tactics of frontal attacks and a disorderly onslaught, you risk going through that very mission more richly developed Until you understand that you can’t fix it like that. The city is well honed to learn the basics of gnuchkoy tactics - if you don't master them, don't check to win. Ale (and tse esche one plus the balance) tse same foundations, grandmaster vishukuvan vіd you do not care.

Who cares for you, for example, vlashtuvati whip attack? The sensible scenario is as follows: a lot of Fighters, who go near the first wind, seek the fortunes of the backwaters of frigates. Until the moment of completion of the first stage, your corvettes will pull up until the month of battle. As if the stench is to show the supra-world secrecy and catch up earlier - take care of them with an individual order. If the remaining factory of the frigates of the enemy is turned into a space saw - then enter the axle on the right of the corvette. The stench, without any special zusil, will spread the frigates of the enemy already ... and here is the hour of the third whiling: yours frigates at the escort of the trio of important ships fly on the corvettes of the enemy, and then we will take care of platforms, shipyards, ships, base ships.

More quickly, as the attack described above will be carried out from different directions. Let the first group of your Fighters send corvettes into space and start a protracted battle there, supporting them. Another group of Fighters can take care of the weapon modules for an hour. Obviously, the frigates of the enemy will hurry to help their own, but the stench is more povіlnі, vіdriv unavoidable, and your corvettes are easy to overthrow them and nav'yazhut bey. The headline of this scenario from the front is the synchronism of the introduction of the war on the right: you don’t check your friend’s wind, the docks are the first to finish your task, but you start your party mayzhe at once with it. The bottom line is at the same time "mayzhe": the smut - do not quarrel and do not call, but paint on the horizon itself at that moment, if the forces of the enemy are already choked by the battle with the first bad breath, and it is no longer possible to act out of that hoarse occupation. Well, let me know: "today is early, the day after tomorrow is good." To mean?

I will become an abetic idea for you and welcome vodvolikannya with one hour detour. Kozhen, who wants a few graves from the shah, is easily less sensible. Admittedly, our meta is the destruction of the fortune-telling base. I raztashovana won in the plane of the ecliptic exactly in the middle. Let's say that, beyond the minds of the mister, the share of the other fortune-telling fleet does not particularly chirp us: we burn the base and together we move to the hyper. And we won't be nazdozhenut there... Visnovki?

Elementary. There is a grandiose battle over the plane of the ecliptic for the fate of all our drіbnitsa. And the biggest and most shkіdlіvі ships povіlno pіdtyaguєmo to the bare hawk base deeply under the plane. Bazhano potentiate this group of sensory jammers - if you succeed, you can simply not hesitate. As long as the opponent is aware of why on the right, if you get good, like a quarter of a part, and if you can help, you will pretend to be a garden of orange groves in homeworld "and every rosky vibuhu ...

Another way to beat the pace

Do not forget - in other situations, it is critically important not to protect the enemy ships themselves, but to build more variant modules in them. Need to spend an hour and ships (even if the enemy is defended, moreover, it’s taken) to completely liquidate like a shipyard, because it’s absolutely not shoddy by itself? Skoda in her — not in her own, but in corvettes, frigates, cruisers and others. Well, from i let's know about the government's arrival! I fast, and handy. In addition, go ahead and deal with the shipyard. No, maybe, we’ll see, but in our future city it’ll be hopelessly run - your fleet will not catch up, arrive in a strategically important place of the map, show off, otherwise we’ll change into a cosmic saw. Do you need it?

Well, if there is a malfunctioning enemy module, it can be rebuilt. What so, so. Ale and znischenu where the greater prace of the colossus of wines can be made with the same lightness. More expensive, but not 10 times, but for an hour, the difference between the whole shipyard and the constructions on the new module is not significant. Zvіdsi morality - the abbreviation of the okremih modules of the zdebіl є the optimal variant of behavior.

Disguise yourself!

And why bі nі, zreshtoyu, as if already in grі є such a button? You won’t be able to speed up with her, but there will be mischief, and chimala. At the mother ship, abo shipyard, from extinguished by fires, the prophets of bombs, exchanges and other dirty tricks are consumed with less accuracy and less shkodi. That is the hour when your bases can withstand the assault, increase by about a third. And at the time of the mother ship, tse - whilin five-six. Chi rich tse chi little? Bagato, looking at the number of ships, I found the "motherboard" for this term. Most of the time, there are a lot of vistas, so you can attack.

About the melancholy and Skoda of hyperspace strips

For the help of Hyperspace Subsystems, you can easily move to any point on the map. Cost of standard haircut 400 UA. Yakscho in the distant countryside - 800 RUs. Tse is not too expensive, so you can do it for yourself. Pluses and minuses of stribkiv are obvious. First, with their help, you can achieve strategic agility. You yourself will understand, it's important to know. It is unlikely that the enemy of the enemy, as if he had entrusted a couple of line cruisers with an empty wine base. In a different way, in times of which you can easily take a hit, and then joke us around in all the nooks and crannies of the map. Korisno, as if there is no way to steal the mother ship, the loss of such means a bad game over.

Trochs are less obvious and minuses. First, only the largest ships can move in such a rank. And that means that the stench is bitimutsya at the fortune-teller's body without a proper escort. Minus number two - the relocation of the mother ship will destroy your entire war cycle: even if you lay down resources, until what time did your electors work uninterrupted raids, did you know the "mother ships" nearby, didn't you? І if the stench gets to the її of a new field of exploration? So giperstribki are rich and rich, and you don’t need varto to bask in the building without special needs.

Fight

Honestly, apparently, for an hour of writing ceramics, I didn’t know how to get it, now I need stench. The squadron, which is going to build, may, and win some kind of victory, but the stench is not visible with an indefatigable eye. One thing you can say - "it's nice to go." To tsієї singularity gri varto privititsya more respectfully, and, judging from the bottom line, I'll turn to her in "Rada majstrіv".

Dekіlka debut schemes

Nasamkinets proponuєmo to your respect for a piece of debut strategies in the group of retailers of Homeworld 2. Cheers, scho stench was seen in multiplayer against a superman-man, so in battles with a computer, these recipes may or may not be used. These are a lot of other schemes repaid in the "Dovіdnik strategіy" written by Dan Irish and which rozpovsyudzhuєtsya at once with a thunder. Nizhchenaveden (until the end of the chapter, understood) - not in the author's text, but to complete the exact translation of the original.

Drainage probes

Try to get to know your opponents and see your win from the first moments of the game. Nadishlіt probes to resources, yakі ymovіrno exploited by opponents. Let the enemies know that you follow them. Your task is to put the superniks on the defensive and respond to your initiative to replace the one to show power. You will try to probe, not depriving the enemy of another choice, the crime of liquidation. Then send bombers and beat the Fighters while you are occupied with probes. The initiative is yours. You have secured your own luck for the whole hour of the gris, which is overflowing.

The onslaught of bombers

The meta to the onslaught of the bombers is not in the fact that the enemy is negligently undermined, but in the fact that you know the weak area and beat the knowledge about them far away. As an opponent of filthy thefts, you can seriously screw up your development. Primary meta bombardment - subsystems. Run the fighter facility and get on the road until you win.

Adding to the bombardment of the shifters, you take away the ability to resist the Fighters. It’s easier to be awake, so you will wake up a friend of the fighter facility early. To continue this pidhіd, be the next module and add improvements for your Fighters. Doslidit podshchenі bomby - and be-yak podsistem vpade under your nalyotami.

Give a spec

Do you want to be an attacking grave? It is your fault to follow the motto: "The best attack is an attack." As if your adversary is head over heels in rozvitok, he will not give you a good wind. Keep up the pressure on the high level, and success is on you!

The current strategy of the strategy is evident from the life of the transition and the fighter facility on the mother ship and transport (Carrier). Be 6 squadrons in transition at the "mothership" and 6 - at the Carrier "i. If only a small number of squadrons reach six - attack. The first meta is the witches of the transition. Just as you have demonstrated the predominance of the Mothership," start bombing.

You are to blame for the failure of fortune-telling military modules. Then concentrate the attack on the corvettes (the stench is harder for the Fighters, the latter will be carried away by the first). Dali znischuemo platforms. Pomіm vorozhі Fighters. Golovne in this strategy is to constantly give a speck to the enemy. For greater efficiency, set the points for picking up ships (hot key [P]) in order of the month of the battle. Tse guarantee that all warships will be automatically brought before the month of battle. Pray for the devils, so that everyday life went without teeth. Constantly work to reinforce and crush the enemy with them.

If you can build a corvette factory, a platform controller and a fighter facility, the enemy cannot do anything to repair you. However, be careful, as if you entrusted a few of the fortune-telling platforms or corvettes, your Fighters will surely know the blows. Don't let it happen!

For the presence of the Fighters swarm, which is constantly growing, you will be able to find all the important subsystems in the end of the day. If you will mothers in the presence of 10-15 teams that do not build a support, in the area of ​​\u200b\u200bthe witch's base, be a destroyer (Destroyer) and kill the rest of the flowers at the top of the enemy.

CAMPAIGN PASSAGE

Mission 1. Tanis

The mission is essentially navchalna, moreover, elementary speeches. On the right, on the outskirts of the shipyard Tanis, from the slipways, like an axis-axis, a brand new mother ship is seen. Ale transport, which prepares bombers and refuelers, we already have it under our arm. The axis for yoga is to participate in mi and mastering asi - to build a fighter facility, to be our first in the Green Lanka of the perekoplyuvachiv, for the help of such seemingly first attacks of the enemy. The idil to appear is destroyed by the rapt rush from the hyperspace of the great Veygr fleet... but here, from our already grasped hands, we take control and show a script video, in which the mother ship, which I have just obtained, resurrect in the presence of the giant shipyard, - filed a warning. The hour of serious things has not yet arrived - more often, in peace and quiet, a larger, smaller fleet is needed.

Mission 2. Angelic Moon

Troch folded in front. To the place of deployment of our mother ship, a caravan of transports from brown vantazhs is pulled. In dorozі vіn having recognized the attack of the enemy. Our meta is to achieve that, if only three transports (from five) reached the "motherboard" of safety and security.

Yaki can be found here? Be a go-getter at a great number and catch up at once to get them at the point you need. You have a more tactful scheme to help you. Koristuyuchis her, do not remember how to complete the mission with success.

Mission 3. Sarum

The first right battle checks on us here. Without organizing an uninterrupted supply of resources, there is nothing to think about winning. So get excited. Our main task is to save from attacks shipyards, yak, in times of success, hope on the outside of our order (before the speech, until the very end of the campaign, our mother ship cannot vibrate the shipyards, although in single missions - for the rules of gri vzagali - we can, so take care of the shipyard, like the apple of an eye).

There will be two attacks on the shipyard, and suddenly they will be forced not to rush, but to want. Do not allow anything. You will be given a reasonable opportunity to come back, but they will give you just a little more than an hour for this operation. If you don’t get it, the shipyard will self-liquidate and you will be insured with a program.

Mission 4. Outskirts of Gєєnni

The Supreme Head Command was praised for the decision to break into the area of ​​the asteroid gathering of Gehenna and feed the Oracle planted there in order to wage war with the same rank of varto, and that a victory could arise. Come to Geheni blockaded by the forces of Veygr. To break through the barriers, you will have to report chimalo zusil.

In the first place, in view of you, there are a number of outbuildings that are blocking the passage of your fleet farther away, and the meteorites have grown in the rotting. In another way, smash the hyperspace gates, through the yaki the enemy will take back reinforcement. I'm sorry, you happen to smash the Veygr command center, and you don't have to pay a lot for your mother ship's courtesy, and there's no harm in stealing.

The secret of winning is the very one that is in the front mission: pick up a byte about the resource download, put it on the right on the widest leg.

Mission 5. Hell

Meta - penetrate to the Oracle, ripped into a state asteroid. Vzagali їх here - kіlka, ale asteroid Oracle of special orders and inscriptions, so do not confuse. Other asteroids in Gehenni є Veygr bases. Visibility near the district is mayzhe zero, and in some ways it is good, because we can not show our presence for a long time. The mission of spreading the fortune-telling sensors also tells us, if you don’t want to get into trouble, you won’t.

We sit quietly, we will be a flotilla. Then we stray into the bay near the Oracle area, and along the way, we see the fortune teller of the shipyards, and at the same time, over the arch, carefully lead the paratroopers to the Oracle. After the burying of the asteroid for a long time, and with relish, the foundations are thunderingly fortune-telling, and apparently. Kudi? And the Oracle has rozpovіv us all... Until the speech, we have taken yoga with us - corisna rich, become in good fortune (for sure, we are not talking about asteroids, but about the electronic machine, which was in the middle of it - it itself won over the functions of the Oracle).

Mission 6. Tsvintar Karos

Ale, persh for everything, varto popovnitis - renew the stock of resources. For the sake of my method, for the pleasure of the Oracle, directly to the shipyard of the Karos ships, we are honestly naming the necessary resource-producing operations. I attack the relic ships that hid among the Ulamkiv. In the course of the battle, we are given to hoard one copy, and the Oracle is persistently for the sake of taking the relic for resurrection, - moving, we will be in good fortune. Well, the Oracle is to blame for that Oracle, for the nobility of the future ... A newcomer popovnyu our lineup under the name Mover. It's true, yoga can be practiced only in the coming misfortune.

Mission 7

The oracle, in the middle, roses, scho in the yakіys points of the Galaxy, a miracle-string of the Ancients is saved - a dreadnought with an ionic harmato - and you can see clearly the coordinates of the point. However, the attempt to create stribok there turned out to be raptly interrupted. Our flotilla was thrown out of the hyper in the present misunderstood mist, and, more importantly, five months ago in the hyper can not. The reason for this is the wondrous tricks that have sharpened our fleet from the sides. The stench itself became a dzherel oburen near hyperspace, which called out to the unforgiving hutch in the road. Not having a tі ulamki, virvatis from pasta and think of nothing. And one more inacceptability - be it the ships that flew up to the lumkiv on the old postra, burn negligently at the future of the industry.

And to help with bіdі Movers — so, those relics themselves, revealed on the Karos zvintar. I'm sorry for the unsafe viprominyuvannya baiduzhe. Upgrade the mother ship with a special module and the newcomer will appear in the list of corvettes. Shards for swedishness, fire resistance and armored armor can be brought before them. Because of what the ruins trembled, along the way vytrimavshi bey with Veygr ships, as if inexplicably the stars came. І garazd, і enough, get out of the stubborn mіstsya. We are not being checked for a gift from the Ancients!

Mission 8. Dreadnought

The surprise of being squeezed by the ruins, similar to the quiet ones, as if they were dwelling in the past misfortune. Viprominyu it’s just like that, but here the algorithm is already intelligible - Movers, go ahead! Tim is more, that without them the dreadnought and not to destroy the mission - the driver of the contagion of contagions, which can be specially installed in the "mother". Nothing, the movers are stalling - for each of them, no more than six pieces are needed.

Dreadnought, obviously, is known for protection. Whose? Do you remember the most terrible Okhorontsiv? Whose eyes are changing and changing ... Good, there are not enough of them here, but we can’t make an escort from dozens of frigates. And everything is simple. Movers fly and transport a dreadnought, frigates with great success fly drones - helpers of Okhorontsiv; in a word, everything can pass like clockwork.

FOURTH STORY

Mission 9. Counterattack

It’s easier not to do anything - depending on yourself in the open space, we’ll be ships, we’ll attack. At the most important moment, a new-born dreadnought was won, equipped with a new engine and turning its own building to self-transfer. It’s inevitable that Yogo will get into trouble, there’s nowhere to go, and we happen to drive Yogo to the shipyard - have a good time. Vlasne, the mission was introduced into the group to demonstrate the powers of the miracle-zbro. Such a demonstration can instill in the heart a little choked by the Ancestors.

Mission 10. Protection of Sajuuk

Before speech, the ancestors come here especially on their marvelous ship. І tsehnya great pardon. Sumna misiya, de mi, even though we wanted something else, cast as a passive witness to what is expected. Tobto mi dієmo, and navіt even timidly, that's the point! The fathers ask us about the Zakhist, but against the fierce creatures that constantly dangle from the payment in the hyper, do not help to wind the dreadnought. Nareshti Ancestors come to the decision - find yourself and your ship, abi burn the vibe of adversaries by the fire, so that they build a sound. Mitya - and everything is skinned. Only melted ulamki, fully wrapped, spread at the empty. The hyperspace mover of the Ancestors is also broken - however, not in a deep crite, but in three large fragments. We are busy with you in the coming mission.

Mission 11. Sacrifice

The first time to take care of picking up brown spare parts, we happen to be attacked and not allowed to be drunk in a hyper lorry transport, which has already been picked up. The valuable material is not in any way guilty of falling into the hands of the enemy, for that you have six fine points, and fight what you want. Really, it’s easy to kill unfortunate transport, if you can and “for mushrooms” ...

The problem lies in the fact that such radiation comes out of the ulamkiv hyperruha, that the pickers sent after them burn at the moment. Chi no bida - why do we have a frigate of a zahis field? Lead Yogo to the point, let the electors shy away from their rights under the zakhist. Just don't forget to constantly activate the field. Yak, the frigate is still on fire? Well, it means that you don’t get through the polluted polyp. Zrobіt yogo (following which Defense Field starts protecting against radiation) and you will see everything.

If all three tricks successfully arrive at the "mother's house", it will be necessary for you to clean up the area from the excess of fortune-telling forces. Clean up, what's hard for you? All the same, up to this point, nothing happened to them, the Crimea, choosing resources, innocently saved themselves, that and you fell into anabiosis on their meteorites, the shards turn around to get better for them more than a little bit ...

Mission 12. Thaddis Sabbah

This is not a mission, but the right anger of Sajuuk. I won't overdo it. Captain Thaddis Sabbah is full of entanglements and storms aboard the Vaygr command center, similar to the one we smashed in the fourth mission. Here we will not be able to smash yoga, but to board it. Do you smell what? І zdіysnyuvati tsiu special operation we happen to be in the minds of the absolute superiority of the enemy. It is not possible for us to understand the difficulties of the taken away task, and the shipyards are already hovering over our heads, and the flagship of Makaan, the flagship of Makaan, will arrive to help the enemy, and it will be stationed in the immediate vicinity of the command center. I’m guessing, I’ll guess, we need to ask for help from the quail landing frigates. The flagship, before the speech, is also vimahayut znischiti. M-yes...

On the road!!! Ale, for now, not mi, but stink ...

It’s impossible to go through this mission and not leave the Timchasovo Komi camp. There are no clear recipes here - everything should be deposited in your ... privacy. Try to get ready at least to clear the way to the damned KC. Be a silencer. Shchokhvilini, scan the situation for help from rozvіdniki, building for RU for a few seconds all. Build the frigates of the zahis field and tie them up to the skin amphibious frigate in the proportion of one to one. Vishlit forward strength vіdvolіkannya. Let's dodge for a long time with a boarding group, trying to get through the barriers of the enemy. Having eaten on watch, be ready to activate the defense field near a large number of ships at once. Send Sadjuuk good luck to you. On the heels of the zavantazhennya, everything can be in a vipadka.

Reshta, well, tezh nasinnyachka, but the surgical accuracy of the ruhiv does not matter. Take the next warehouse and crash to the guardian flagship. A couple of deceitful turns along the way, periodic fluoroscopy to the "fog of war" - and everything will be fine. Golovnya, abi got resources.

Mission 13. Gate of Balkor

Well, and here we are suddenly, for nothing, that the mission is thirteen. We are with you - according to the essence of the core of the Galaxy, and shine out so that it hurts the eyes. The main color of the panorama, however, is not less, to serve not tse syayvo, but on the edge of thinner (let it be terribly large) ring with a diameter of kilometers on the top. Tse Gate through hyperspace, yakі may throw our fleet to Balkori. There is one more surprise for us. Yakiy - still unreasonable, but for the sake of the new one, we took parts of the hyperdrive of the ship of the Ancients. I do not hesitate to see that you need to take one more. Three of them are needed, and yet another one, which is to stand on the "mother" - won, in a different way, to share. Some riddles, but outside they let us check at Balkori. Hurry up on the road!

That bida is in the uninterrupted proximity to Vorit hanging out at the great ship Veygr. And do not just hang out, but also try to build up the amazing architecture. Zahistimo memoirs of the old days!

It's easy to get out of the grave. Veygrs turn to our squadrons, send them directly to theirs, and stop engaging in vandalism. Bring the dreadnought closer to the Gate... and then raptly be activated by them, no matter how soon you feel it. All. Resht stink razroblyat yourself - draw your entire flotilla into the hyperspace corridor and let it out to normal space only in the Balkori area.

Mission 14. Balkor

Having passed the gate, our flotilla appears at no less wondrous place. So the core of the Galaxy itself is very blind, and on its aphids it floats, which behind the shape guesses a giant airship. Tse i є Sadzhuuk, as if z'yasovuєtsya, just a ship (albeit, phantasmagoric expansions). At the same time, vin dementia, shards of relief from hyperspace motors. And youmu needs no less than three. The moving and unruly titan swiftly scurries Veygr's ships.

Our battle mission is to destroy the flagship of Makaan. Ale's mind is brought to fight against the attacks of the fortune-tellers. The dreadnought, as a rule, seems to be more ancient, and for a sprat of hvilin the attackers are finished. But here there is an alarming signal - in azimuth "levoruch-uphill" (as if winding up in the direction of the mother ship) the fortune tellers of the shipyards appear. І in our own interests shvidshe її znishchit. A pair of line cruisers, three destroyers and a dozen Pulsar Gunships for the first time. What's more, this team is able to recover from a pair of enemy transports.

While the battle is going on at the shipyard - take strength. Bring the number of fleets to the maximum and attack Makaan with the whole warehouse. Golovnya - not in a straight line (want to be located opposite our "motherboard" and in the same plane with it), but to go in with the forces of the right-handed-from above. You can’t drag a dreadnought with you, especially if you have a strike group warehouse and want a couple of cruisers and five or six destroyers. Let the cruisers go ahead, let the destroyers follow them, let the frigates go, and so on. You can fly everything to Makaan at once. Don't give any kind of respect to the cruisers and protect them - just hit for the meta. Be calm - after a second or two whilins, the vshchent will scatter. І z neї vipade... so-so, the third hyperspace mover. What we didn’t get so far. The surplus forces of Veigr immediately after the death of the flagship go somewhere - not otherwise, go to the hyper.

And farther on, the scene of "farewell to the mother" is shocking ... to our mother ship. Vin served his own and is not needed. Yogo heart is a hyperspace mover, one of the three is needed by Sajuuk. In our eyes, the "motherboard" falls into pieces, the engines vibrate from it ... they didn’t get anything, the shards of the air were covered with tears. In the meantime, here it is, all three engines flew up to Sajuuk and nestled in yoga metal flesh. All. The most powerful armor in the Galaxy is in our hands. Forward to HIIGARU! And then we can not catch ...

Mission 15. Turning to Khіїgarі

Until the speech, we are at once. The defenders of the planet may have been depleted, the others were already sick, and here we are, dragging with Sajuuk. Ta mi їх... Ta mi...

Early radio. The worst is yet to come. Raptome blame the zhahli rozmіri zіrki-pavuki — Znischuvachi Planets with a well-groomed person, the floorings of old, like Sadzhuuk himself, that yogo eternal supernik. In short, Kosmichne Evil in pure sight. And here we are with you, ice, rozumієmo, that we were drawn into the right blue Armageddon - the rest of the essence of the forces of Light and Temryavi. And not just pulled in, but owed by the devils of one side... Mom!

On top of everything, in the lower part of the screen, the vinicator wrote: "The population of Khіїgari is 180 million", and we will be told that if it goes to zero, the mission will be failed. What is the mission already there, and why is there a failure here? I seem to forget that you live on another planet ...

From the Znischuvachi of the Planets, Sajuuk himself can only get better - nothing more can be taken. Zrobiti tse slidko, the docks of the creature did not begin to burrow deadly meteors on the planet - transforming the atmosphere. In principle, you can attack from the top balls of the atmosphere, but it’s even more important.

Nasampered - do not break down in the face of failure. Before the speech, one volley of hellfire, better for everything, to catch up, and the population of Khіїgar will shrink to 20 million. Tse duzhe hot, ale 20 million - still not zero. At any cost not to let another volley... Sajuuk to the rescue! Golovnya - remember that the great powerful ship can now hyperdrive ...

DODATKOVO

Active hot keys

cap lock- Select all ships

A- Select Russian ships

Hanging clatter on the ship- Select all ship types.

Ctrl+(number)- form a group (viklik of a group - a figure, under a pressure - a transition to a group and a step)

Ctrl+Shift+_- Tell all the groups.

U- zakhoplennya

ctrl+r- Insert pickup point

ctrl+p- Insert the object of the collection

scroll lock- screen snap

Probіl- Transition to the tactful scheme and exit from it.

Alt+click— center the camera at the point of object.

H- Videlenі zbirachі resurіvіv vіdіnіtі shukayut nіbіlіzhе dzherelo іneralіvі і repair yоgo rozroblyati.

Home- Crossing to the flagship.

Twelve facts about the group

1. All developments in the country are based on the introduction of special subsystem modules into the main ships.

2. Ulamki of wrecked ships can be vikoristovuvaty like a second sirovina, re-launching their virobnitsvo.

3. With the appearance of hyper-engines for great ships, equipped with them, low speed is not so terrible. According to the map of the mission, you can move through hyperspace.

4. When planning an attack to bypass the main forces, you can speed up the function of the ship-reconnaissance, and for a total of 1000 RU, you can hit all the ships of the enemy. It’s true, not for long, but please clarify the plan of attack for help.

5. Virobnichie modules can be worn out, without touching the ship itself. Tse mozhe save an hour of that power.

6. Landing ships can wear even weaker armor, so it is not so easy to suffocate other people's ships. The paratroopers will demand an additional zakhist.

7. The city has a limit on the burying of the enemy's ships. Otzhe, you won’t pull someone else’s army on your own.

8. The ships of the first and other equals are now creating and fighting at once with Lanks.

9. In order for ships of different types to collapse with the same swedishness, it is necessary to see them and recognize them as fighting spirit. There will be no deserters.

10. You can take the interface panel without fault from the screen.

11. Crimea of ​​serial ships, the company has relic outbuildings, which were lost from their ancestors.

12. In times of insecurity, you can extinguish the onboard fires on ships so that they do not serve as an easy target.

Kutnik shahrai

Change the number of resources

Find file persist*.lua, de * - Mission number. The file is found in the catalog. Open file persist*.lua at the text editor. Find a row " RUs= and change the value for you.

Take advantage of the missive campaign

And the axis here be affectionately diyati dvostupіnchastо. First, first, take advantage of those chi іnshі mіsії, it is necessary to add a list of them first. Fight like that. Open notepad file playercfg.lua, rotting at catalosis Homeworld2\Bin\Profiles\Profile1. Find a new row " maxmission=x", de x- Change, and fill in the meaning " 15 All missions of the campaign are to appear in the list.

Ale ce doesn't mean you can play them. They will give you a look at the introductory video, maybe you’ll get a little bit ahead of the mission, but then you still follow a pitiless will. Fight z slid like this. Go through the first mission (out scary simple), go to another. Then go out of the gri, go to the already known folder Homeworld2\Bin\Profiles\Profile\Campaign\ASCENSION, you know there is a file persist2.lua... and impudently copy yogo 6 once, change the copy to persist3.lua, persist4.lua... and so on until persist8.lua. Be kind, all missions from the third to the eighth are available until the end. Why only eight? The file persist*.lua to revenge, in the middle, information about those ships, with which you enter the mission ... And then guess "Prokhodzhennya ...". At the eighth mission you are without a dreadnought, and at the ninth it is due to come with him. And if you have the file "for the ninth mission" information on the other chi on the cob of the eighth - let me not miss you. So, go through the eighth mission, since it’s easy, remove the automatically generated persist9.lua file and “multiply” it to persist14.lua, just like that. On the stick 14 and 15 of the month you will receive a new unique ship Sajuuk, so there will be a new traffic jam here, and at the final mission you happen to pass by legal order.

Capital planet: Khіїgara/Kharak;

Emblem:

Brief history:

One of the most richly suffering races in the XB galaxy, which constantly falls into the hands of the conquerors.

On the back of their heads, the taїdani fly from the native planet, leading to the bіsa on the paska, then on Kharak.

Then, after 3,000 years, the same Taidans themselves will win over 300 million inhabitants of Kharak. Unfortunately for the carnal squadron, the gigantic colonial ship is uniquely underestimated and begins its crooked vendetta.
Zavdyaki happy zbіgu obstavin, ex-inhabitants of Kharak, the stravas are allowed to become Khііgaryans - so in 3000 roіv to win back their planet. And yet, for a population of only 600 thousand khііgaryans, they could not enter into the chvar: the inner great clans, called kiїts, began to fight for the assimilation of small kiїtіv. Plus, to this, including the hearts of the Khііgaryans, the Creation appeared in the world, which ruled the local Apocalypse. Ale, everything ended more or less well ...
Ale, a hundred years later, Creatures piled on the Khіigarians, as soon as they reached the numerical strength of about 200 million people, the Galaxy was attacked by a red threat - Weygri ...

Analogues of the real world: Jews;

Fractions: tribal clans, ranks of the city - 8 of the largest.

2. Taidani (taiidans)

Capital planet: Taiden/Khiigara;

Emblem:

Brief history:

The head empire of the Galaxy, which sets the tone for our history.

A thousand years ago, taїdani and hіїgaryans at once became 14 unknown races head strength Galaxies that established the Galactic Rada. The Taїdani actively played on the political field, giving a lot of inconsistencies to their susіds - Khіgaryans.

I axis, if the Khііgaryans knew the ultimatum zbroyu - the ancient hypernucleus, which allows stribati so far, like nothing from hyperstribkіv - the stench ruled the taїdans' bastard, preemptively hitting the taїdan capital planet. The emperor died, and the Taїdans turned back to the Galactic Sake for help.
They tied Khіїgaryan on their hands and feet, put them near the prison ships and sent them away for a long time. And Admiral Ristiou became the new emperor-usurper of the taїdan. 3000 years of yoga clones ruled the empire, bringing it to the twilight, so that the appearance of the mother ship on the horizon became the breeze of the wind, as if it were wearing a card-box.

The revolution flooded the dawns of the system, and after the hromadyansky war on the name of Taїdan, it was deprived of two less svіtіv, and before that, they were deprived, and they were divided into the Taїdansk Republic and the imperialists-taїdanі.

So the foundation was trival, the docks came the Weygris and turned on the back of the imperialists to the warehouse of their armady, that bov already the Republicans ...

Analogues of the real world: ancient Egyptians, Russians-Bishovs, Germans-Nazis, Muslim world;

Fractions: Republic of Tajikistan, imperial authoritarians under the crown of lords, generals.

3. Vaygr

Capital planet: Wei;

Emblem:

Brief history:

A race of nomads of little memory that lingered on the other side of the Galaxy.

After that, yak Makaan united us with weygriv under his cob, the yogo armada sank the impersonal small worlds, then the imperialists-taїdanі, and, zreshtoy, evil opir of the Taїdan Republic. After that Makaan took a direct course to Hiigara, de scythe knew the stone, and the Weygri were left without a batt.

Nadali on weigrіv chekaє full disintegration without a guide team, but another chekati.

Analogues of the real world: Tatar-Mongols, Russian-communities, Chinese-communities, Vikings;

Fractions: okremі clans, risen under the makaan stonework.

4. Frerrn aggregate

Capital planet: rich;

Emblem: nі;

Brief history:

Zoryan's empire, how small are the problems with the Taїdans, because could not figure out, de chie.

There is nothing more to be seen.

Analogues of the real world: USA, European Union (format + NATO);

Fractions: okremі zoryanі systems;

5. Turanci

Capital planet: mobile base near the Western Regions of the Galaxy;

Emblem:

Brief history:

Formerly, they knew about the Turanians 400 years before the collapse of the Taїdanian empire. They named them according to the sector in which they commemorated the first - "Turan".

100 years before his death, the Thai emperor Ristio 4-2, having succumbed to the turanians, and the stench began to conduct rozvіduvalno-diversіynu diyalnіnіnіnі yogo retaliation in exchange for the non-aggression pact and deyaki technology.

After the death of the emperor, the Turanians continued to lead a life of raiders, protesting in such a way that they corralled the situation, and created the Turanian Kingdoms by force, for an hour coryed with the servants of the imperialists-taydan.

In the era of the Weygrian kingdoms, better for everything, they were tarnished by the armada of Makaan, and the noble raiders continued to take up their craft.

Analogues of the real world: pirates from Angola, Muslim terrorists, barbarian nomadic tribes, Vikings;

Fractions: okrem clan-gang formation under a single command.

6. Kadesh (kadeshi)

Capital planet: mobile base at the Nebula;

Emblem: /carefully! crushed by fans!

Brief history:

As a matter of fact, being a kiїtom of Khііgaryans, after a long time (13th generation at least) in the distance from the main brotherhood, the Kadesh became a christened race/people.

Kadesh if they were Khііgarians, but the stench was resurrected from them on the way of Vignanny from Khіїgari to Kharak. From that hour, the stench lived in riches on the resources of the Nebula, having settled in the world, not letting anyone through their territory. The stench was the star of religion, and the Nebula - Sadi Kadesh - at the sacred place.

The only ones who managed to slip Sadi away were Kushans who turned back home.

What with the kadesh now is unknown. One figured it out: stink there, maybe, even more evil.

Analogues of the real world: Catholic battle black orders, Sufis, Jewish-Levites;

Fractions: ymovirno, one theocracy; Mozhlivy rozkol pіslya break through the strav.

7. Tobari (tobari)

Capital planet: mobile base at the ruins of the Karos sector;

Emblem:

Brief history: /3 plot blacks/

The sounds of the stench are incomprehensible, but only one realized: malice has been organized.

Their main base is located on Tsvintari Karos, de stink, vicorous hulls of ancient ships, ruled their own right fort, inaccessible to the unknown “island of freedom”.

Ymovіrno, for an hour they blame the problems with the police law enforcement officers, the kshtalt of Gonchak Karos (Junkyard Dog), as well as with the cars of the Forerunners.

For everything, they appeared at the collapse of the empire of Taidi: Tabaristan (currently - Mazenderan) to the province of Iran, which is often the inspiration for the empire. Otzhe, most of these pirates - vyhіdtsі z taїdanskih territories.

Under the hour of the invasion, the Weygr were on the boats of Makaan and helped you.

Analogues of the real world: mafia, pirates, filibusters, corsairs toshcho;

Fractions: vіlnі pіrati-otamani z domlenіstyu mіzh themselves.

8. Forerunners (progenitors)

Capital planet: unbelievably;

Emblem: nі;

Brief history:

An ancient civilization, in the wake of which all human civilizations came to the Galaxy.

Little is known about the Forerunners. The stinks arose 10 thousand years ago, of the kinds that appear in the games of the series, having left behind the automatic system of defenses of artifacts (piece-made objects), calling, obviously, to reveal the secrets of the Forerunners.

Judging by the small number of artifacts, the Forerunners arrived either from the other galaxy, or some cataclysm erased their traces in the Homeworld Galaxy.

Behind the early drawings of ХВ2 it was possible to recognize that the Forerunners fought among themselves, and Sadjuuk was one of the key characters in this war. It is possible, if you zoom in, to tie up your opponents in hyperspace, but it’s all the more thoughtful, even if you think about facts.

Analogues of the real world: ancient ruins of civilizations, on the mohenjodaro kshtalt, Іnkіv аnd іn;

Fractions: better for everything, the faction of Sajuuk and the faction of others.

b) Inhumans

9. Bentusi (bentusi)

Capital planet: unbelievably;

Emblem:

Brief history:

Alone with your own ship, technology may be pushed through. Can't reproduce.

They showed up a long time ago. Calling on everything, the Forerunners knew especially, or close to that.

After that, as the Great Hypernucleus came first, they began to engage in charity, distributing hypertechnologies to everyone who lives. The first hour was spent by the police functions, calming down all the aggressively attacked races, and then after that they knew a great fiasco on this earth, they turned to trade, before which they still caught up calming the hііgaryans and setting them up for sending them far away into the beautiful.

For 7 years before the collapse of the Empire, all trade links with it were cut off. Іstotno helped the stravas on their way; better for everything, they shrugged off the revolutionary flurry of Taїdanі, after which they were beaten by the fleet of the Empire.

In the period of "War of the Zvira" also changed in numbers and tried to fly to the other Galaxy. Part of the ships sailed successfully, but they blocked the path of the brave hіїgaryans from the city of Somtau.

The fleet of Makaan finished off the merchants until they were brought to the Red Book. The remaining commendation was one of the Elders of Bentus, Bentus, self-deprecating in the fight against the automatic Precursor Guards.

Analogues of the real world: merchants on the Shovkovo way, Arab merchants-nomads, cinematic image of Shaolin and similar Chents, Gandalf, etc.;

Fractions: united in their own knowledge, united command in the name of the elders.

10. T-Mat (T-Mat)

Capital planet: unbelievably;

Emblem: nі;

Brief history: /3 plot blacks/

The ancient race, the antipode of the Bentus, is also technological, not numerous, but even more evil.

The stench is to blame for the bentus of the imperial deputy in the 11th month, the stink of the emperor's flagship is small, and with them the food is small to fight on the 17th, 18th, perhaps, the 19th month of Homeworld. However, the retailers didn’t have a single dvigun, nor an hour to implement the P3 race, which, better, make it better - the plot of the viishovs has grown up, without a touch of space opera popsy.

In the KVK, the Zvira’s back is small for the Creature, the T-Mat itself, because. Plot The cataclysms draw on apocalyptic moods, victorious in the best traditions of ХВ1 as one of the spirits of the Bible.

Tiamat - the ancient Babylonian goddess of Chaos, the dragon and the isolation of the primordial elements, in the Bible it is known as the Zvir Apocalypse or the Antichrist.

Ale, in my opinion, it seemed miraculous from Tvard, more so, that after such an inhuman opponent Makaan, looking like a goldfinch, let him and himself separate the False Messiah.

Behind some theories, T-Mat, like and Bentus, could be the forerunners, only Bentus were behind Sajuuk, and T-Mat - against.

Analogues of the real world: Balrog from "Volodar kiletz", the powers of darkness:);

Fractions: nevidomo, better for everything, like and Bentusi, one.

11. Creature / Beast (The Beast)

Capital planet: nі;

Emblem:

Brief history:

A million years before the podіy іgor of the Homeworld series, a space ship from the іnshої galaxy became a victim of a marvelous technovirus, which had shriveled up and overwhelmed the entire crew of the ship to itself. In bad luck for the Beast, the crew of Naggarok ran into trouble with the ship's engines, and suddenly the conqueror was left to drift in space.

The only thing that in the new world - tse let out a ryatuval capsule with your own strain, like through a lot of rocks the Turanian raiders showed on the cob, from which they saw the bravos hіїgaryani kiita Somtau. From them the infection spread to the whole world, the stench calmed him ...

Possibly, here they are still lingering, spoiling the unfinished surpluses of Creature.

Pohodzhennya nevidome, oskolki vcheni Somtau were vpevneni, from hyper-space chi simple space took tya Creature. The peculiarity of the hyper-dvigun of Naggarok, which forges between space and hyperspace, also facilitates food travel. In addition, a possible option is that the Creature is worse than Naggarok himself, as if falling into an unfortunate zbіgu furnishing, like the space jockeys ship from Alien, the film, like, zokrema, the scriptwriters of the HVC were intoxicated. Otherwise, the rest of the version, when sucking in particles for refueling the hyperdvigate, a piece of Creature was mastered, as it appeared already at a higher price.

The creature rots all creaturely matter on the ship, transforming it into its own elements. Sob to think and respond to the outer world, the Creature vikoristovu mіzki of their victims, but all the same not to rob її povnotsіnnoy rational іstotoi, but rather to devour and expand like a virus with too many needs.

The thought potential of the Creature is greater, lower than the greater mass, an hour, stained for the reworking of the ship’s small crew, and, vlasne, the quality of the brains themselves, which are reworked. The leather ship of Creature is by itself, but the wine is under the order of a larger person, who knows the charge, at the same time with her, and, in the slang of the Creature, is called Chastina.

Іz transfer name є sevn_ problems. One of the translations of The Beast - tse "Zvir" English-Russian dictionary and Biblical themes for the plot (The Zvir of the Apocalypse), it’s better to go. Ale є one ALE: shown in grіstot not to go under the cloudy-word dictionary designation of “zvіra” neither for behavior, nor for sutty. To that for the cієї race іsnuє two tired names - either Zvir, or Creature.

Analogues of the real world: influenza virus:) and others;

Fractions: single organism.

12. Naltoriani (naltorians)

Capital planet: unbelievably;

Emblem: nі;

Brief history: /3 plot blacks/

There is only one specific name in the house - the port of Naltor.

With the blackness of the unazus, Chi piddorvovani Naltoriani Xiygara, chi stinks are just allies.

So unreasonably, people stink of a different race, of a matriarchal type, with the Queen Mother on a choli.

In plot blacks, the injured side.

Analogues of the real world: allied country;

Fractions: unbelievably.

13. Race "Naggarok" (Naggarok race)

Capital planet: unbelievably;

Emblem: nі;

Brief history:

Race z іnshої galaxies, the last ship that arrived to the Homeworld Galaxy.

Mayut technology of a special type of hyperdrive, which makes it even richer for moving.

Analogues of the real world: pershovіdkrivachi, on Columbus;

Fractions: unbelievably.

c) Unseen/inside

14. Lavashi

Capital planet: unbelievably;

Emblem: nі;

Brief history: /3 plot blacks/

In fact, there is no race.

If the retailers tried to create the T-MAT ​​race, the stench hit them because the ideas of a star-like ship (which can be played at the final mission of XB2) cannot be realized on the XB1 engine.

They also foresaw a group of ships of stone design, from which they realized only the flagship, the names Lavaship. Axis vіd tsієї name I lead іm'ya tsієї, so be moving, race.

T-Mat was not implemented in GR in this way; Lavaship, as a representative of the Galactic Radi, z'yavlyayetsya for Khіigaryan zakhistu, who is a wild go in the rozrіz s singing roll T-Mat. To that group of ships of the same design, which absolutely cannot be avoided by the T-MAT ​​star-like ship, I have designated as an okrem race.

Analogues of the real world: the country is NATO and the UN;

Fractions: unbelievably.

15. II (AI)

Capital planet: nі;

Emblem: nі;

Brief history:

Before the “independent” computer systems of the world of the XV, one can see, in the first place, the Dutch, who, having drifted in space, catching hated guests on capital-class ships, and when suffocated, appeared as a million-year deserted relic; and in a different way, the Hound of Karos (Junkyard Dog / Dawg - “Dude / dog of the Smithy”), a corvette-class ship with armor like that of an important cruiser, which took the ship in one place.

Offended ships of an unknown journey.

Analogues of the real world: autopilots and factory robots;

Fractions: no.

&. Episode 13

Capital planet: unbelievably;

Emblem: nі;

Brief history:

In prehistory to XB2, it is said that the Galactic Rada of the Old Hours, even before the Khііgarians were driven to Kharak, was settled by Khііgaryans, Taїdans, Bentus and 14 unnamed races (among them, obviously, Frerrn).
As you can understand, the stench could be dosed, even though not the flooring, like the Empire of Khіїgar and Taїdan. What became worse with them, and how the stench was called - I still don’t know again.

Analogues of the real world: members of the European Union/NATO/UN;

Fractions: 14 fractions :).

I'm drinking here, and I'm having fun with the cicavishi.
If you search the "ship" row of the Homeworld2.big file, then you can paint not only all sorts of Sajuks, but everything that is in gr. Well, for example, the axis of such a rank you can rob the Okhorontsya:

{
tactical = 1
type="kpr_destroyerm10",
subsystems = (
},
buildjobs = (
},
size=1
shiphold = (
},
name = "NIS_Squad",
teamColourHandle = 0,
hotkey=0,
},

Even if there are problems with the fleet and it’s small for you, just put in order with the mother ship a maximum of ion platforms, more narrower, and flatten the enemy, effectively on the level after the Oracle’s burying and after the rest of the line on the other line, the gates are rich, and the fleet is at the lichen for a second I know.

Do not be an assault frigate, the stink of a quick breath and strength is no better. be more torpedoes. to wet the lion's nose and swiftly right, to have mercy on you, nі, the next frigate of the enemy will be priprutsya. above swidko. nailed, stribaemo, beat the station of the fleet of the enemy, there and our need to send, I think they made it clear.

Schodo everyday life of ships.
Be equally guilty and bombardiers.
Fallow in the mist. As if the mission is de needing a large number of small ships, then be the blame for the stench of the stench of maneuverability.
Ale, guard against the great frigates, the stink is not necessary to help, because they can’t get tight.
Against the great ships, be bombers, these ships are not so maneuverable, but they have a worse fire.

Even kermuє tactics Battle cruiser + vinischuvachi. Tested it on a small card against an expert's computer, though with a large amount of resources. Starting from the start, go to the battles, and the cruiser will be vinischuvachi (only vinischuvachi!). At the front of the battlecruiser, climb 5 screws each, if the stench is addictive, you can work hyperstribok under the ship-mother of the enemy and into the air to release the interceptor. With whom you will not be frigates, you will not need to decide, you will not need money - a penny will be saved for stribkivs.

In Mіsії, it is necessary to vryatuvati Soban (13), the author talks about a weak place. You know, you can consider yourself a great strategist. I don't know. And viihav in such a rank. At the front of the mission (for the sake of bringing peace), forget the rest of the fleet (Battlecruisers, John's frigates, pulsar corvettes, bombardiers) and after you appear, check the mission with a scout (did you destroy your upgrade?). I don’t care about drinking, it’s easy to know you. Raise the vibration of all ships and control yoga. And the whole fleet is at the front, on the enemy. Not up to Soban now. Be sure to control the fire, otherwise the fleet will spill out, shoot the blamers more often, and not the important ships. concentrate the fire on the ships that are safest for you and so on. Constantly be podkriplennya. Krasa: ionnі frigates and Battlecruisers in one gulp to roll the fortune-telling destroyer! For the first time, the mission, singsongly, you will not pass, but for the help of a frontal attack (it’s not surprising), I won the mission. Axis so.

At the 13th Mission, don't hurry to rebuke Soban; Although it is marvelous, but an attack on the forehead helped me to pass the mission. It is necessary to control less and especially schomit and constantly build new ships. After that, figure out the flagship of Vaygr and turn Soban. Do not check that you will pass the mission without tension. Approximately from the third try, you will sort out all the subtleties of the attack. I more. I went through the mission with an attack on the forehead, but if you pass, help you, my pleasure is not to lie down.

Htos is not good with corvettes - darma. Especially Vaіgri, chi yak їх there. Your laser corvettes can take out any frigate on the latest grades in one or two passes. Thus, a stratum appeared against Higar - laser corvettes are rapidly developing, and rocket missiles are prolific at the same time. If you are ready to finish on the Laser corvet, it is fruitful to be offended in parallel, so they were equally. Don't try to do it with just one Corvette plant. Tsya strata can become marna, as the enemy Khіgar i poper at wt. pulsar corvettes. Do not forget about upgrades (armor growth is approximately double.)

Mіsіyu, de need to vryatuvati Soban, (13, nachebto) I went like this: at the front mission, if the Bentusi swelled, and it was necessary to pick up their hypernucleus, I picked up 2 pieces, budding Vaіgrіv, giving them the ability to pick up more resources, to restore on the battle cruiser, the hyperspace module (once the checks are brought for a long time), destroying the entire fleet, the crime of the battle cruiser, inciting three landing frigates, bombarding the rocket battery and engines from the new head, heading the landing force from the sides (there is no raju, but the bow is burn) and zahopiv yogo. Just need to keep a steady pace behind the rocket battery, so as not to fire. It's important, but you can. Potim, if ryatuvav Soban with the hyperdrive module, quickly bribe to noses, shipyards, resupply resource bases and subdue them. Golovne, schob resources for haircuts of the group have been drawn.

On qiu gro (more precisely, say igri) I have been checking for a long time. The truth is, a little bit of hope for the exit of the third part, but it didn’t add up through the whole lot of the company’s share of the retailer and seers. That project was gradually passing from hand to hand. So it turned out that in my time I went through Homeworld 2 a little bit (I just got the disk from the demo version, I got it, and I decided to buy the game itself), but rather then Homeworld 1 and Homeworld Cataclysm. Practically I immediately saw for myself the most important group, as the best of the one that I am bachiv for all my life. This is relevant and current. Ale about everything in order.

Later, for those who do not know, I tell you what it is and why it is worth it. Homeworld (Ridniy svit) - computer gra, strategy on space theme. Broken down by Relic Entertainment, seen in 1999 by Sierra Entertainment.

In 2000, the independent expansion Homeworld: Cataclysm was released.
In 2003, another part appeared - Homeworld 2.
In 2014, the rights to the Homeworld series were acquired by Gearbox Software.
On February 25, 2015, the remastered Grip was called the Homeworld Remastered Collection, which includes the original Homeworld 1 and Homeworld 2.

It needs to be said that the original Homeworld in 1999 created a real sensation and actually became the ancestor of the space RTS (Real Time Strategy) genre.

The highlights of the Gris were:
1) Vіdmіnno opratsovana that povnіstyu trivimirna graphics.
2) Implementation of the six levels of freedom of transferring game objects and the presence of thoughtful fleet management among three wimirahs. It is practically one graceful genre, de units can move not only horizontally, but also vertically, victorious with all the advantages and different tactics.
3) Miraculously painted cosmic landscapes. The skin map of that location was unique.
4) Variable gameplay and faceless options to reach the main goals of mission.
5) Wonderful plot, with dramatic moments.
6) Sound and musical support.
All this led to the fact that at the time of the release of the analogues, the graph is not small. You don’t particularly know at once, vrakhovuchi, that this genre has long been faster than dead, lower than alive. Wanting, maybe, in the future, the situation will change.

As a result, the gra took away the advancing hedges:
E3 1999 - Game Critics Awards: Best Strategy Games
IGN 1999 - Game of the Year
PC Gamer 1999 - Game of the Year
Well-Rounded Entertainment 1999 - Game of the Year
Gaming Globes 1999 - Best Original Score: Paul Ruskay and for Homeworld
Metacritic - Best and Worst Computer Strategy Games, Top 10: Position 3 (2010).

Homeworld 2, which is new in 2003, including faceless changes, including improved graphics, etc. Grie had a lot of lich pluses, so there were some spiky moments, for example, the main plot, which was to finish the canons of the first part. Ale criticize the game, however, no sense, tk. in this genre at that time there were few significant and equal projects, and the plot of the result turned out to be even more indestructible.

For 10 years, after the departure of the other part, nothing was noticeable about the entire world. Vlasniki companies changed, power passed from hand to hand. The first axis has come to a final moment: insulting parts have been re-released, added to the class graphics, re-recording the entire original voice acting, music, re-painting the edges, adding dvigun and so on. The eyes were, frankly, great, although everyone understood that we, in fact, were simply revisited, adapted to modern vimog. How did the retailers manage to turn the grand strategy to life? We will talk about it in a report. About the skin part Okremo.

Homeworld 1 Remastered.
Let's start from the positive moments, and from the graphics itself. If you start the introductory video, like a ship-carrying ship in the space shipyard, the spirit will sing no worse, lower than 1999 to the rock in a similar scene. The details really hurt, because absolutely all models were heavily re-painted, plus added impersonal details. I'll put it this way: in today's space strategy world, few can compete for the crisp graphics of Homeworld Remastered. Screenshots like the above stats, let them speak for themselves.

The number of graphical changes is foreign, it is allowed to change even more richly, to create the effect of rozmittya in Russia (in my opinion, it is absolutely marna for this genre Igor Rich, if more operations are performed on the countryside in the unity, they were simply beautiful). You can reach up to 4K. I was pleased with the adequate optimization, with the maximum adjustments going smoothly on the gtx660 and i3, but also in the reasonable range. During mass battles, de number of units move a hundred, fps can be passed. Although it is possible, it is still more powerful to the processor, lower to the video card.

Soundtrack vityagnuty na vіdminno. Heading composition Adagio for Strings, like in the past, є grey.

Mіsії and available ships (units) did not recognize the original changes, so that they played in the original Homeworld, you will know everything.

And now you need to talk about the gameplay, because there are some problems. Some of them are connected with bugs (where else without them, relatives) and I guess that they will be fixed soon (because I went through a lot of not the best version of Steam). The other part is tied to the engine.
The main problem is that the engine in Homeworld 1 Remastered is essentially an addition to the original Homeworld 2.

The system of formations is almost completely broken. Vaughn bula is relevant in Homeworld 1 through those that other units (vinishuvachi and corvettes) were one by one, they could be grouped together, they were programmatically set by the number for Swedish access. So it is possible to vibrate, like the drіbnі ships vishikovuyutsya viziously one of one. The value was added to the method of attack by these ships: the skin formation was a cloak for a singing battle, or a zakhist. For example, the bombers near the “Stina” formation could fire a great ship at once without a hitch, and the corvettes near the “X” formation effectively fired at the fortune-teller. In this case, it is possible to set the type of tactics (passive, zahisna and aggressive), as it poured into the behavior of the ships (the stench could not do anything, attack the enemy only for an uninterrupted attack on them, or harass the enemy). With this, with passive tactics, the blamers were stained with the least fire (for example, the grit had to be refilled, the blamers and the corvettes needed to be refueled at the docks, or for the help of a frigate to support or a repair corvette. This system was discussed in Homeworld 2 and Homeworld Remastered tezh) they maneuvered more quickly, for which reason, there was less light behind them. Then, in the aggressive mode, the ships flew more, they shot more accurately. There were a lot of options in the wild. The ships were victorious by those who saw them. More than that, physics in space was done, and the ships themselves could go straight up to the enemy right on the move, and without changing the course, attack the enemy, to fly back or to the beast (from below). Homeworld Remastered has everything cleaned up, but Skoda.

The first misunderstandings appeared in Homeworld 1 Remastered, if it became clear that the ships were supposed to behave not as single units, but as a group of them - a squadron united not in formation, but in shock groups). This has led to the fact that the formations now really do not pour into anything. Vinischuvachi or corvettes, perebubayuchi at the formation, when attacking the enemy, just throw a fret, and the skin turns out to be a hero from itself, becoming an easy hitch for the enemy. In Homeworld 2, it was explained to them how the squadrons were formed, united in shock groups, which was logical, and not the units themselves. The result of the other ships in Homeworld 1 Remastered is the most diverse method, it is necessary to constantly follow them, which at the early stages of the fire, if the resources are not catastrophically exhausted, and there are still no important ships, they will turn to the right head bіl.

Important corvettes were greatly weakened in pairs with the original and no longer caused serious inaccuracies of the enemy through those that shoot correctly and even inaccurately (now from Homeworld 2 they added accuracy to the stars - unreasonably, and without it it was good). To reach the ridiculous: the corvette shoots practically close at the fortune-teller of the meta and doesn’t get it! On the back of my head I called out laughter, and I started to catch the fire already. Oh well, so they deprived the ranks of a rich (multigun) corvette; Vіn єdiny mє zbalansirovan′ rate of fire, speed and armor. Wanting to have a very specific combat unit in the original Homeworld.

Aordazhni corvettes have been lost. Everything is also needed 1 such corvette for burying a vinischuvach or a corvette, 2 for a frigate, 4 for a destroyer (in the original, 3 was needed), 6 for an aircraft carrier or an important cruiser. First of all, they gave Shan the original: the border on the boarding of NI!

Even if you don’t know, the first Homeworld will be the first team, that regardless of the maximum number of ships of the skin class in the fleet, you were allowed to buy a fortune ship for a year. Zatyat gravitans picked up a number of collections from rare ships, so that they could only see through the plot campaign, and the deacons of the battleships were allowed to hoard richly earlier, but they were able to act independently. It got to the point of absurdity: in one of the remaining missions, for a long time and inveterate practice, it was possible to buy a hundred (!) Of the occupants of the enemy ion frigates, having secured oneself with such a rank, practically inevitably, in the missions that were lost. I was especially busy with the burying of cruisers and destroyers, because the ships themselves become life-necessary in the rest of their missions, if the number of fortune-telling forces is clearly not at your greed. Before speech, s cim is also one feature of gri. In the original Homeworld, on the 1st of the completion of the skin mission, it was possible to start collecting resources and the water fleet for the offensive mission. Without hurrying anyone, they finished right and pressed the button of the hyperspace haircut. In Homeworld 1 Remastered, the opportunity was saved, but it calls for a doubt about the needs of your fleet before the streak. On the right, in the fact that the retailers introduced the adaptive system for Homeworld 2, the number of fortune ships near the attacking mission lay uninterruptedly in the warehouse of your fleet and for an hour the folding was only in the fact that the fortune-telling fleet overturned yours as much as 3-4 times in size.

On boarding a sprat guard. In a better way, now there is no special sensation of the hoarding of fortune-telling aircraft carriers, because the stench is only suitable for docking and repairing other ships, you can’t do anything on them. So that your own aircraft carriers are in different colors, Skoda only, that they will not be given so quickly, as you would like to.

In another way, there is no sense to bury the captured ionn frigates of the Turanian Raiders (the stench is boosted by the increased range of the shooter and the fire muzzle, but in Remastered they were killed by the weak ones for your power of the ionn frigates). Those same stosuetsya rich frigates (multibeam frigate) Kadeshiv. The stench is not on the floorings, so you can spend an hour on them. To go downstairs, and then let them go to the resources.

Definitely recommended to bury frigates, destroyers and cruisers, because the stench has been greatly increased to firepower, and even burying destroyers can help at the cob stages of the gri, if you still can’t be in power. Before speech, all the same I recommend not to be your own, but to hoard the fortune-telling destroyers, tk. they have two twin kinetic harmonic winds, which allow them to shoot frigates and more effectively cope with frigates (your power destroyers have two winds, but a single one). Before speech, missile destroyers are now only effective against great ships. In the original, such a destroyer showed a decent number of missiles, as if they could start the original shkoda dribnitsa (vinishuvachs and corvettes). In Remastered, the esmіnets against drіbnitsі vikoristovuvat practically marno.
Be respectful! Through dynamic folding, as you have great fleet Be ready before the key missions will be protected by a great number of frigates and other ships. For example, I will guess the mission “Sea of ​​Lost Souls”. The location where the alien ship is located, which generates an anomaly field, as if gaining control over your ships. About 20 attack (assault) frigates escorted him, maybe not more, so the tactics will attack an alien ship with a dribnier, as it’s not smart enough to spit, you don’t work, you just have a lot of frigates. From the same time, it is necessary to raise and lower (or zahopit) frigates. I’m incapacitated (because I’ve gone through my mission from memory in the old way) having used practically all the rubbish. It’s easy to spend ships in the middle of your mission. І not less than tsіy. Naychastishe koristaytes probes. Razvіduvat situation here zavzhd korisno and help plan the attack and save the ship.

Homeworld has become famous for its versatility. So, tsya strategy can zmusit podіtnіti and even often vimagaє non-standard priyomіv, for which її love gravel. However, in Homeworld Remastered, through the redemption of more nedalki can cause even more problems. And good stinks would be unforgivable through tactics, a lot of enemies, etc. So, no, all the folding through those that your units simply don’t win over what you check for them (it’s worth putting the formation in front of them). Frigates pіdtrimki vzagalі behave like a picker of resources from Homeworld 2: stick to the hull with their noses and in this manner "rejoice" the ship. Likuvalny promin there for show. And if you call before everything else, then the game is completely comfortable, and the graphics and different situations are even more pleasing. Also, a wild remastering of the first part of the story, although not without some shortcomings. It's just that the game mechanics looked like something out of the original. Tse doesn't mean she's bad, just different.

Now I’ll write about cicatricial bugs, which I’ll get through in an hour.
1) In the Russian localization of the deaky texts, name the ships during the day, and send them to the translation files. I dare to correct.
2) The formation system is broken. It's not a bug, but just a bad luck.
3) Glitches from shipping ships. The leather unit at the grі can be scammed for other ships (it's all good for your profile grі). Another river, that with a wondrous rank rozpsyudzhuetsya on the burying of the ship. In the original Homeworld 1, stinks kept their cob of contagion. With Remastered, stench can be saved on the cob, can be refarmed from the colors of your ships, and can be inflamed by the mother of the wicked. Zhodnoї zalezhnostі not revealed. A glamorous rozhevy cruiser? No problem!

4) In certain types of ships, through the introduced accuracy system, the shooters simply cannot normally aim and shoot at their own method, otherwise they smear strongly. Dribnitsa (vinishuvachiv and corvette) are especially worthy. I recommend vikoristovuvaty generators of the gravity well, sob zupinyat drіbnitsyu and hurry її methodically shoot with great ships.
5) Anti-missile (torpedo) gunner can shoot down like a fortune teller and his own rockets (torpedoes).
6) Having tried to buy a fortune-telling aircraft carrier. I flew in at the dock of the ship for boarding, then the dock opened up, and I already swooped back. From the yogo dock, the fortune-tellers of the vinischuvachi flew and navit 4 frigates flew. Before the speech, the stench did not attack, but simply flung themselves into a linear formation. The frigates were easily choked, they didn’t repair the opir, and the blamers didn’t want to choke, they had a chance to kill.
7) The warehouseman of resources, having refilled the hold, can get stuck in the field and move to fly to the base. At this time, primus sticking helps.

For example, the titles of the Gearbox titles, but once again they were given to Shan and the original retailers, the original titles from the first Homeworld should go. Before the speech, the song of the band Yes is not seen in the credits, it is more than great Adagio For Strings. It's a pity, but it happened through problems with copyrights to music.

Gra thu thu zhnogo once did not hover and did not taunt. Only in the rest of the country were FPS sold, which is not surprising, for such a large number of ships. And in the end, everything was good.
My verdict is this: the re-seeing has become indestructible. Fix bugs. Nedolіkіv tezh stachaє, but it’s veritable that everything should be finished step by step.
And the zavdyaki of the Steam Workshop is secured by a large number of mods.

Homeworld 2 Remastered.
I don’t care about writing about graphics, it’s the same level as Homeworld 1 Remastered. Honestly, it seems that the other part has not so memorable new textures. So, the stench added depth of sharpness (like the Ultra High Graphics mod for the original Homeworld 2) and increased the amount of light and lighting. І on whom everything. In Homeworld 1 Remastered, it is clearly seen that all the ships have been repainted and added a lot of new elements to the hull. Zagal wanted more. Vіd Homeworld 2 Remastered such novelty is not seen. Those bishops (transport ships from another mission), in my opinion, have been flooded with old ones, only the illuminators shine more brightly.

But until the very beginning, the game mechanics did not change in any way, like the mission itself. Let me just say that the stench was left with the same folding ones, like in the original. For example, if you have a bad job with the parallel coordination of your ships at different points on the map, problems can be blamed already on another mission. Add here the traditional lack of resources for a head of grey, the constant numerical superiority of the enemy, the arc of the fringes behind the expansion of the fleet (here, frankly, the fringing of the boarding, on the front of the first part). Tse to bring to the point that in the other half of the gris, in fact, you can only induce two battle cruisers. The enemy on one map can streak all over, but without improving the escort of dribnitsy, destroyers and frigates.

In one of the remaining missions (12 behind the rahunka and є one of the most folded at the grі), you can be attacked by five groups of prophets if your fleet is out of hyperspace. The first will have close to 20-30 squadrons of frigates and a fleet of frigates, the other will have the same plus destroyers. And so far. Deyakі groups, including cruisers, try to get around you in a zone of diversity of sensors and misfortunes from the flanks or to the beast (from below). It is recommended to have more probes for constant scanning of the prophetic targets. Place a Sensor Distortion Probe at the base points of the warships. It is also recommended to conduct a survey of the masses by scouts (Scout). The recommendation in this mission is as follows: as best as possible to organize your own power attack (from the flanks, to protect the shipyards and aircraft carriers of the enemy) and at the same time do not sit in a deaf defense. Constantly replenish your fleet and constantly crush the enemy. Otherwise, crush you with a number. Boarding frigates need to be sent to storm the station only in the fall, as all ships are sunk, as they can launch bombers, otherwise the mission will turn into hell. Zagal you will need to reveal that wealth of 3 fortune-telling shipyards, so that the enemy will not be able to build new ships.

Don't be fooled by a dreadnought. Vіn mаіє duzhe dаzhe dаlоbіyne оzbroєnnya i zdatniy one by one cope with drіbnitseyu, tk. the only ship in the country, which can be good PPO and building without an escort to beat the impersonal vinischuvachiv.

Now let's talk about the cons. My main complaint, to say the least, is that Homeworld 1 Remastered is changing the interface. The new interface in Homeworld 1 Remastered and Homeworld 2 Remastered is flimsy. The most understandable interface is in itself in the original other part, see the screenshots (on the first interface remastered, on the other in the original). Let's start with wine, read the great world and read well.

Unread unit icons (did the retailers download the ones that were in the original Homeworld 2?). The panel for the selection of ships at the lower left coddle - did not go out of the way. The interface designer needed to give it himself in CE to play. Not only that, but the icons are even more surprising, then there are no signatures, plus the icons themselves are added more detail, through which the stench is angry, and these types of frigates are even more important to irritate. Even beat when forming groups, be brought in the old way to see a square right on the battlefield. The color scheme of the interface often does not allow you to normally look at the aphids of the beauty of the cosmos, so you can see the close icons of the main ones, as they are mixed up in an unreasonable way. As a whole, it’s not clear to see the tabs in the manager of everyday life and the service, it’s unreasonable, what is available, pressed, etc.

The music didn't fit. Її nachebto updated, re-recorded old records, prote music sounded different, other instruments and voices. I won’t say that it’s filthy, just for my taste, the original bula was the cutest, especially the one that sounds like in cut scenes. Enough to listen to and repair the combat keeper from the original and from the remastered. The original, like on me, more beautiful.
Also, the deacons of sound and special effects were not worthy. For example, the animation is the sound of the shooter of perekhoplyuvachiv. In the original, it was more beautiful. It is also possible to say that in the video before the rest of the mission, if you show Karan and those who, like they’re postering for the answers to the hyperspace, a little sound of the shooting of the ion frigate (replacing the sound of the sound of the sound of the sound of the vikna) and like a dumb breath.

It rushed into my eyes: the video clips overrode the high-rise building of the screen, but far from being better, they would have left out the original better, the stench looked so good. On the right, the videos have lost their volume and immersiveness. It turns out that they weren’t just painted, but they were like early schematic versions without the volume of that depth of sharpness. I’m not worthy of such a pidkhid, because more original videos from the other part look good on the screens of a high-rise building. Move the green on the cob roller to a smooth transition from the painted image of the hyperspace core to the yogo game 3D model, there is now just a sharp hairline and a change in the world.

As much as the gameplay is worth, now the ships are more rejoicing at times, and the boarders are more hooting. For the fact that in the original Homeworld 2 boarding buoys for show, it was even easier to zdіysnyuvat through the low survivability of boarding frigates. But now it’s not such a problem, and it singsongly fits.

The voices of the command of the fleet of those units were re-recorded with old voices from the first part (Homeworld 1 Remastered). The axis is really cool, once you realize that offending parts of the gris are uninterruptedly tied up by the thin atmosphere.

Unexpectedly, without any serious bugs, at one moment you caught the disappearance of textures (on the screenshot, two parts of the ship's hull have a bright white color, which is not to blame).

Podsumok: everything is good, but it could be significantly better. Homeworld 1 Remastered is much better than Homeworld 2 Remastered.

The repainted backgrounds in the missions are just like unearthly beauty, you want to take a picture of them and put them like a picture of a working table. Such a good opportunity for skin gravel to wake up the function of burying screenshots on the screen. You don’t need to go far in the butt, just look at my screenshots below. The planets are immediately modeled on the air, the stench wraps up, you can see the balls of darkness in the lower part of the atmosphere. At the same time, the gras at the graphic dribnitah added a lot. Navit when shooting with lasers, the stinks of the ships light up, on the hull there are more realistic holes, dirks, etc.

I don't have much to say about multiplayer yet. I have yet to evaluate, tk. I'm still in beta status, and it seems that there are bugs there, plus there is an imbalance between the ships of the first and other Homeworld. Ale, I'll play in the new language, if I'm viide zі the status of a beta, and I'll write an article myself about the multiplayer part, as it's not less important for the main story campaign.

I also plan to write some material about the Homeworld Cataclysm, for the benefit of being sensitive, so that some of it is not possible to rewrite it through the introduction of the code.

Homeworld Remastered - the very ones that PC vlasniks write about. There are no such games and will not be on consoles (although there are not less projects of their own). Vaughn varta buti in the collection at the skin. After the renovation, it shone with new farbs and antrochs did not lose its charm. I don’t care about minuses, yaks, pevens, they try to correct them, because I’m not the only one who mentioned and signed to the retailers. Fans of strategies, especially cosmic ones, will definitely look at the possibility of getting ready for the fire. Fans of the Homeworld series are recommended before purchase. And let's be honest, most of the current AAA-class projects cost two thousand rubles. Homeworld Remastered Koshtuє Yakihos 599 rubles. For the price, you will take two parts: Homeworld 1 and 2 Remastered, plus the original versions of the games (1999 and 2003 years old), multiplayer and all the new Steam Cloud goodies.

I think, gra varte moreover, schob її buy.

P.S. Tsya statya to add and change, as if to appear, be it a pardon or a correction.

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